Circa Posted October 5, 2013 Share Posted October 5, 2013 Yep, first file path. Misspelled players. Link to comment
Lamented Posted October 5, 2013 Author Share Posted October 5, 2013 ...I am such a dork. Thank you @@Circa Link to comment
Lamented Posted October 5, 2013 Author Share Posted October 5, 2013 Gah. Still doesn't work... @@AshuraDX the problem is that the glow effect simply isn't working. It also seems the front-side of the skin is always darker than the back. Link to comment
AshuraDX Posted October 5, 2013 Share Posted October 5, 2013 add RGBgen identity to the glow stage in your shader and make sure that dynamic glow is enabled Link to comment
Futuza Posted October 7, 2013 Share Posted October 7, 2013 protip: /bind f12 screenshot Circa likes this Link to comment
Pande Posted October 18, 2013 Share Posted October 18, 2013 protip: /bind f12 screenshotPro-er tip: /bind f12 screenshot silent Link to comment
Futuza Posted October 18, 2013 Share Posted October 18, 2013 Pro-er tip: /bind f12 screenshot silent Link to comment
Omicron Posted October 20, 2013 Share Posted October 20, 2013 My F12 key is bound to say indeed. Link to comment
Futuza Posted October 21, 2013 Share Posted October 21, 2013 You can have multiple binds on the same key... Link to comment
Lamented Posted October 21, 2013 Author Share Posted October 21, 2013 Is this all my thread is good for? Good riddance, how far I have fallen... Link to comment
ChalklYne Posted October 21, 2013 Share Posted October 21, 2013 Is this all my thread is good for? Good riddance, how far I have fallen... I see you've met spam. Link to comment
Barricade24 Posted December 1, 2013 Share Posted December 1, 2013 Alright, Deviance now that I have a better understanding of shaders, I should be able to help with your 360 trooper. First, you need some sort of image that has a reflective tone to it, from what I can tell it is of a slight blue color. Look at the ref pics I posted for reference. If you need need an image, I recommend using the one DT used for the Stormtrooper gloss. Be sure to ask him if it is all right. Once you have that set you will need a code to set up which areas will be reflective and which areas will not. Fortunately, with the help of Ashura, I now have a code template that you can use for this. models/players/shadow_stormtrooper2/armor{q3map_nolightmapq3map_onlyvertexlighting{map models/players/shadow_stormtrooper2/armorrgbGen lightingDiffuse}{map models/players/shadow_stormtrooper2/glossblendFunc GL_ZERO GL_ONE_MINUS_SRC_COLORdetailalphaGen lightingSpeculartcGen environment}{map models/players/shadow_stormtrooper2/armor-noshineblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHAdetailrgbGen lightingDiffuse }} You will need a second image that has the areas selected that you don't want to be reflective. That is what the armor-noshine is for. The ref photos I provided should help you to see which areas are reflective and which are not. I haven't really gotten to the glow part just yet, but if you need more information on anything, let me know. Edit: I might also suggest you keep this in a second shader file. That, way nothing is damaged with your current shader settings. Lamented likes this Link to comment
Omicron Posted December 1, 2013 Share Posted December 1, 2013 Alright, Deviance now that I have a better understanding of shaders, I should be able to help with your 360 trooper. First, you need some sort of image that has a reflective tone to it, from what I can tell it is of a slight blue color. Look at the ref pics I posted for reference. If you need need an image, I recommend using the one DT used for the Stormtrooper gloss. Be sure to ask him if it is all right. Once you have that set you will need a code to set up which areas will be reflective and which areas will not. Fortunately, with the help of Ashura, I now have a code template that you can use for this. models/players/shadow_stormtrooper2/armor{q3map_nolightmapq3map_onlyvertexlighting{map models/players/shadow_stormtrooper2/armorrgbGen lightingDiffuse}{map models/players/shadow_stormtrooper2/glossblendFunc GL_ZERO GL_ONE_MINUS_SRC_COLORdetailalphaGen lightingSpeculartcGen environment}{map models/players/shadow_stormtrooper2/armor-noshineblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHAdetailrgbGen lightingDiffuse }} You will need a second image that has the areas selected that you don't want to be reflective. That is what the armor-noshine is for. The ref photos I provided should help you to see which areas are reflective and which are not. I haven't really gotten to the glow part just yet, but if you need more information on anything, let me know. Edit: I might also suggest you keep this in a second shader file. That, way nothing is damaged with your current shader settings.Might I suggest that you use the code tags for stuff like shaders when posting here It keeps it's proper formatting when doing so. Link to comment
Lamented Posted December 1, 2013 Author Share Posted December 1, 2013 @@Barricade24 Thank you very much for your assistance, I always held out hope for this Shadow Trooper even though I thought it would end soon enough. It's also lately I've been working on two S-- AHEM. Sssssssstormtroopers, yeah, that's my project. But anyway, thank you. I've been becoming a lot more skilled lately and when I'm finished with my Ssssssssssstormtrooper, I'll get back on track with this. Thank you. Barricade24 likes this Link to comment
Lamented Posted December 9, 2013 Author Share Posted December 9, 2013 Here we go again... Barricade24 likes this Link to comment
Barricade24 Posted December 10, 2013 Share Posted December 10, 2013 Awesome work on the trooper stache! That looks awesome! Looks like you got your color just right for the armor. Well done! If I may ask, how did you go about getting the effect in on the trooper stache? Lamented likes this Link to comment
Lamented Posted December 10, 2013 Author Share Posted December 10, 2013 The stache? I actually used a TFU texture... See, I noticed it was the same shape as DT's stache but not the same size. So, I cut both textures down straight to the staches, then I found out DT's stache size when it was cut down and resized the TFU stache. Then I attached it impeccably as another layer, put it on the DT85 texture, and just tested it out in ModView. Also, I have a few edits to go over regarding the armor, but... ya. I'm experimenting. And I may try to do the same thing for HS Dooku -- use TFU texture overlapping. But yeah. That's how I got it. Can't say I'll use the same technique for just about everything else, but uh... it proved really helpful with the stache. Link to comment
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