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Shadow Stormtrooper


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//hiddenblade
models/weapons2/hiddenblade/w_blade
{
    q3map_nolightmap
    cull    twosided
    {
        map models/weapons2/hiddenblade/w_blade
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/weapons2/shortsword/env_chrome
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        detail
        alphaGen const 0.1
        tcGen environment
    }
    {
        map models/weapons2/hiddenblade/w_leather
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen lightingDiffuse
    }
    {
        map  models/weapons2/hiddenblade/w_blade_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
}

here are the used textures

w_blade :

pfaJfCx.png

 

w_leather :

CeBxNXX.png

 

so you have to prepare yourt extures like this ,

my w_leather is used to cover up areas that are not supposed to shine therefore I alphamapped all areas that should shine out 

after preparing a copy oif your texture like this you just have to add this between your specular and ENV stage

    {
        map models/players/shadow_stormtrooper2/armor_nogloss
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        //detail - remove the slashes and this text in order to make this stage detail
        rgbGen lightingDiffuse
    }
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Okay I've tinkered around some more and I now have an image that has transparency and I have added the new shader tag in, but I am still getting the same results Here is a look at my shader code. How do I get this image to get connected with the gloss shader and not the main image. Is the spec image involved with this?

 

map models/players/shadow_stormtrooper2/armor-shine

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

detail

alphaGen lightingSpecular

tcGen environment

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I have been playing around with shaders and I think I may have a suitable test subject for the shine.

 

3mvv.jpg

i1jc.jpg

csgd.jpg

 

I was wondering, is there anyway to target only certain parts of the model with the shiny shader? I only need the areas that are silver to have the shine, so I have a feeling I might not to do some transparency work in order to get certain parts to be free from the silver shine. Anyway, let me know what you guys think so far.

Oh wow, that is some awesome shader! I love it!

Barricade24 likes this
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  • 5 weeks later...

Okay, I have now been able to keep the dark blue armor, from having the gloss shader, and the silver parts to keep it. It turns out my mistake was that I did the opposite of what Ashura suggested. I had created an image that targeted the silver parts not the other colors. But now I have another problem. I went to test out the shader and I am not liking how it acts in certain lighting.

 

weim.jpg
rskr.jpg
b85u.jpg
 

My problems is that the silver seems to turn black when it is in a certain light. I want the silver to act more like the one in the images in the post above. Any suggestions on how to fix this?

 

Here is my current shader code if that will help.

 

models/players/shadow_stormtrooper2/armor

{

q3map_nolightmap

q3map_onlyvertexlighting

{

map models/players/shadow_stormtrooper2/armor

rgbGen lightingDiffuse

}

{

map models/players/shadow_stormtrooper2/armor-spec

blendFunc GL_SRC_ALPHA GL_ONE

detail

alphaGen lightingSpecular

}

{

map models/players/shadow_stormtrooper2/gloss

blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR

detail

alphaGen lightingSpecular

tcGen environment

}

{

map models/players/shadow_stormtrooper2/armor-noshine

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

detail

rgbGen lightingDiffuse

 

}

}

models/players/shadow_stormtrooper2/bodysuit

{

{

// alphaFunc GE128

map models/players/shadow_stormtrooper2/bodysuit

rgbGen lightingDiffuse

}

{

map models/players/shadow_stormtrooper2/bodysuit_s

blendFunc GL_SRC_ALPHA GL_ONE

detail

alphaGen lightingSpecular

}

}

models/players/shadow_stormtrooper2/lens

{

{

map models/players/shadow_stormtrooper2/lens

blendFunc GL_ONE GL_ZERO

rgbGen lightingDiffuse

}

{

map models/players/shadow_stormtrooper2/lens_s

blendFunc GL_SRC_ALPHA GL_ONE

detail

alphaGen lightingSpecular

}

}

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hm good question , the first thing I'd do is bring this stage

{

map models/players/shadow_stormtrooper2/armor-spec

blendFunc GL_SRC_ALPHA GL_ONE

detail

alphaGen lightingSpecular

}

below all others

then  probably you could recreate the old shader and test both shader variants in the same spots , and see if the old one behaved similiar

or you could brighten up the gloss image a little

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hm good question , the first thing I'd do is bring this stage

{

map models/players/shadow_stormtrooper2/armor-spec

blendFunc GL_SRC_ALPHA GL_ONE

detail

alphaGen lightingSpecular

}

below all others

then  probably you could recreate the old shader and test both shader variants in the same spots , and see if the old one behaved similiar

or you could brighten up the gloss image a little

I tried adjusting the moving the spec code to the bottom, but no luck. However, I have determined the cause of the lighting problem, I tried adjusting the gloss image to make it look brighter, but it some how made the shine darker. So whatever the problem is, it is connected to the gloss image. I am not sure exactly what it is, but it is without a doubt related to the gloss image.

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  • 4 weeks later...

Okay, I have been working on the glow effects for awhile now but for some reason I am not liking how the glow looks when it is presented. Here are some images of my current base:

 

om89.jpg
qpj6.jpg
yj4w.jpg

 

I mainly don't like how the trooper stache looks, it looks rather blury to me.

 

Any tips on how to make things glow effectively at least in terms when adding the glow to the image?

 

Here is my current shader code if it will help at all.

 

models/players/shadow_stormtrooper2/armor_g

{

q3map_nolightmap

q3map_onlyvertexlighting

{

map models/players/shadow_stormtrooper2/armor_g

rgbGen lightingDiffuse

}

{

map models/players/shadow_stormtrooper2/gloss

blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR

detail

alphaGen lightingSpecular

tcGen environment

}

{

map models/players/shadow_stormtrooper2/armor-noshine

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

detail

rgbGen lightingDiffuse

}

{

map models/players/shadow_stormtrooper2/armor-glow

blendFunc GL_ONE GL_ONE

glow

}

}

Bek likes this
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I would personally make the glow slightly less intense in brightness, and/or make it less blury, so you can see a more clear cut line between the differant glowing segments, like the vents on the helmet. So instead of making it one glowing strip, it's lots of glowing vents so to speak.

Barricade24 likes this
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lemme show you how I get my glow effects done :

I'm worknig in photoshop so it mgiht not be the exact same in gimp but here you go anyway :

 

1.start with a black Canvas

zT6Uobm.png

2.draw the shape you want to glow on a new layer with "sharpish" edges , I simply drew a rectangle and added a simple blur to soften the edges a little as I didnt like the hard 1 pixel edges , but if you're painting them on with ma brush you'll get that kind of AA anyway (layer 1)

W6sqBHJ.png Canvas + Layer 1

3.duplicate that layer , gaussian blur it by a small amount and push the brightness up by increasing it via image/adjustments/brightness &contrast . Then set the layerblendmode to negative multiply/screen (layer 2)

HWNYe5T.png Canvas + Layer 2

4.duplicate layer 1 another time , move it on top of the layerstack and gaussian blur it by a larger amount. Then set the blendmode to screen/negative multiply again (layer 3)

zop7RH1.png Canvas+Layer 3

5. Enjoy your finished glowmap , this is my final result , it keeps definition of whats actually glowing instead os just placing a large blob of color above things and I think it works best for small lights and screens

RsnT4EQ.png Canvas + Layer 1,2&3

 

Edit : you can also experiment with different colors in the layers or use more layers to get a thicker glow effect , but this is the most basic example I could come up with . Just play around with this and see what you can come up with ;) dont limit yourself on 3 layers

a0V75V0.png quick 5 layer lightsaber blade type effect

Jeff, katanamaru, Omicron and 2 others like this
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  • 3 weeks later...
  • 2 weeks later...

Just a notification, the skinning part for the Shadow Trooper is done. Well, except for the glow stuff but that is still WIP. Anyway, I am focusing on getting all the skins done first, then moving on to shaders. At this point there is not much left to skin. So far the only things left are:

 

The Blue Incinerator (He only has some leg work and a tiny bit of helmet work left)

The Default Commander (He only needs a shoe finished.)

The Red Commander (Still needs a bit of work.)

The Shadow Incinerator (Needs an updated head line.) The alt version gets the same update.

 

So really, not a whole lot left to do in terms of skinning.

ChalklYne likes this
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