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TFU Shadow Trooper (From XBOX 360)


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Well, for example, engines that came out at the same time or a year later have more capabilities such as normal maps, etc. I mean the Bungie engine came out about the same time and with that you can build entire maps using polygons and not brushes yet it still runs ten times better.

 

I'm not insulting the engine i'm just saying that you'd expect more and such.

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Well, for example, engines that came out at the same time or a year later have more capabilities such as normal maps, etc. I mean the Bungie engine came out about the same time and with that you can build entire maps using polygons and not brushes yet it still runs ten times better.

 

I'm not insulting the engine i'm just saying that you'd expect more and such.

I just didn't understand what that had to do with this thread. :P
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I was inferring that this model could look a LOT better if this engine would permit it lol.

Oh, well of course.

 

Deviance, I don't know much about this to give good feedback, but I think that red line should go all the way to the sole of the boot. Right now I can see the round tip of where you stopped/started the brush.

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Hmm... encountering a problem, but maybe someone could help me out. Does anyone think this is the right code for glowing to put into a shader?

 

models/playes/DT_Stormtrooper/Armor_D

 q3map_nolightmap
    {
        map models/players/DT_Stormtrooper/Armor_D
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/DT_Stormtrooper/Armor_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
    {
        map gfx/effects/chr_inv
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        detail
        tcGen environment
    }
 {
    map models/players/DT_Stormtrooper/armor_glow
    blendFunc GL_ONE GL_ONE
 glow
      rgbGen wave sin 1 0.25 0 8
    }
}

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Just curious, what editor are using for the trooper? Anyway on topic, it looks like the lines could be qutie a bit darker and a little bit thicker. I still he think he needs a slight bit of light blue in his armor.

Instead of tinting the diffuse blue i'd tint the specular and eventually environment(gloss) maps slightly lightblue(-ish)

DT. likes this
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  • 2 weeks later...

I actually posted the shader...



allright @ , lemme see your shader and I'll try to fix it up for ya

or if you got nothing yet I'll try to walk you through it

models/playes/DT_Stormtrooper/Armor_D

 q3map_nolightmap
    {
        map models/players/DT_Stormtrooper/Armor_D
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/DT_Stormtrooper/Armor_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
    {
        map gfx/effects/chr_inv
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        detail
        tcGen environment
    }
 {
    map models/players/DT_Stormtrooper/armor_glow
    blendFunc GL_ONE GL_ONE
 glow
      rgbGen wave sin 1 0.25 0 8
    }
}

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