Fire Phoenix Posted January 26, 2014 Posted January 26, 2014 Can anyone help me with writing such shader for shield please?
minilogoguy18 Posted January 26, 2014 Posted January 26, 2014 There is a droideka and destroyer droid in Movie Battles 2, Force Mod 3 and Prequel conversion, they're all the same model and have a working shield like what you want. EDIT: http://www.lucasforums.com/showpost.php?p=1520888&postcount=3
therfiles Posted January 26, 2014 Posted January 26, 2014 but the shader is bullshit I don't see how. How can we specifically help you? Omicron and NumberWan like this
Asgarath83 Posted January 27, 2014 Posted January 27, 2014 I have elemental shader for earth, water, electric, fire, frozen, foggy, dark and light shield for my mod. Here's the shader parameters. (however, yu need good sprites quality textures )gfx/misc/frozen_shield{qer_editorimage gfx/effects/iceshieldshell1surfaceparm playerclipsurfaceparm waternomipmapspolygonOffsetcull twosided{map gfx/effects/iceshieldshell1blendFunc GL_DST_ALPHA GL_DST_ALPHArgbGen entitytcMod rotate 5tcMod turb 0.2 0.1 0 0.2tcMod scale 5 8}{map gfx/effects/water_splashblendFunc GL_DST_ALPHA GL_ONErgbGen entitytcMod rotate 5tcMod turb 0.2 0.1 0 0.2tcMod scale 5 8}{map gfx/effects/iceshieldshellringblendFunc GL_ONE GL_ONErgbGen entitytcMod rotate -5tcMod scale 4 6}}gfx/misc/stone_shield{qer_editorimage gfx/effects/stoneshieldshell1surfaceparm playerclipsurfaceparm terrainnomipmapspolygonOffsetcull twosided{map gfx/effects/stoneshieldshell1blendFunc GL_DST_ALPHA GL_DST_ALPHArgbGen entitytcMod rotate 5tcMod turb 0.2 0.1 0 0.2tcMod scale 5 8}{map gfx/misc/dustblendFunc GL_DST_ALPHA GL_ONErgbGen entitytcMod rotate 5tcMod turb 0.2 0.1 0 0.2tcMod scale 2 3}{map gfx/sprites/cry_rock_mdblendFunc GL_ONE GL_ONErgbGen entitytcMod rotate 5tcMod turb 0.2 0.1 0 0.2tcMod scale 5 8}{map gfx/effects/stoneshieldshellringblendFunc GL_ONE GL_ONErgbGen entitytcMod rotate -5tcMod scale 4 6}}gfx/misc/fire_shield{qer_editorimage gfx/effects/fireshieldshell1surfaceparm playerclipsurfaceparm lavanomipmapspolygonOffsetcull twosided{map gfx/effects/fireshieldshell1blendFunc GL_DST_ALPHA GL_DST_ALPHArgbGen entitytcMod rotate 5tcMod turb 0.2 0.1 0 0.2tcMod scale 5 8}{map gfx/effects/fire2blendFunc GL_DST_ALPHA GL_ONErgbGen entitytcMod rotate 5tcMod turb 0.2 0.1 0 0.2tcMod scale 5 8}{map gfx/effects/fireshieldshellringblendFunc GL_ONE GL_ONErgbGen entitytcMod rotate -5tcMod scale 4 6}}gfx/misc/cloud_shield{qer_editorimage gfx/effects/cloudshieldshell1surfaceparm playerclipnomipmapspolygonOffsetcull twosidedsurfaceparm trans{map gfx/effects/cloudshieldshell1blendFunc GL_DST_ALPHA GL_DST_ALPHArgbGen entitytcMod rotate 10tcMod turb 0.2 0.1 0 0.2tcMod scale 5 8}{map gfx/effects/cloudshieldshellringblendFunc GL_DST_ALPHA GL_DST_ALPHArgbGen entitytcMod rotate -1tcMod scale 32 16}}gfx/misc/metal_shield{qer_editorimage gfx/effects/shockshieldshell1surfaceparm playerclipsurfaceparm nomarkssurfaceparm forcefieldnomipmapspolygonOffsetcull twosided{map gfx/effects/shockshieldshell1blendFunc GL_DST_ALPHA GL_SRC_ALPHArgbGen entitytcMod rotate 10tcMod turb 0.2 0.1 0 0.2tcMod scale 10 16}{map gfx/effects/shockshieldshellringblendFunc GL_DST_ALPHA GL_DST_ALPHArgbGen entitytcMod rotate -5tcMod scale 32 16}}gfx/misc/light_shield{qer_editorimage gfx/effects/lightshieldshell1surfaceparm playerclipsurfaceparm waternomipmapspolygonOffsetcull twosided{map gfx/effects/lightshieldshell1blendFunc GL_DST_ALPHA GL_DST_ALPHArgbGen entitytcMod rotate 5tcMod turb 0.2 0.1 0 0.2tcMod scale 5 8}{map gfx/effects/lightshieldshellringblendFunc GL_ONE GL_ONErgbGen entitytcMod rotate -5tcMod scale 4 6}}gfx/misc/dark_shield{qer_editorimage gfx/effects/darkshieldshell1surfaceparm playerclipsurfaceparm opaquenomipmapspolygonOffsetcull twosided{map gfx/effects/darkshieldshell1blendFunc GL_ONE GL_ONErgbGen entitytcMod rotate 5tcMod turb 0.2 0.1 0 0.2tcMod scale 5 8}{map textures/byss/env_large_floorblendFunc GL_ZERO GL_DST_COLORrgbGen entitytcMod rotate -5tcMod scale 4 6}{map textures/byss/env_large_floorblendFunc GL_ZERO GL_DST_COLORrgbGen entitytcMod rotate -5tcMod scale 4 6}{map textures/byss/env_large_floorblendFunc GL_ZERO GL_DST_COLORrgbGen entitytcMod rotate -5tcMod scale 4 6}{map gfx/effects/darkshieldshellringblendFunc GL_ONE GL_ONErgbGen entitytcMod rotate -5tcMod scale 4 6}} NumberWan likes this
Fire Phoenix Posted January 27, 2014 Author Posted January 27, 2014 Thanks. I hope I will find something out soon. BTW do you have any idea how to create that invisible aura which looks like cloaking?I mean smudging shader.
Asgarath83 Posted January 27, 2014 Posted January 27, 2014 If you want to make droideka as assassin droid class with a cloacking shield, i think that's is not possible because the cloak function is something encoded in saboteur class AI. so you cannot cloak an assassin droid. I have some elemantl dark golem that using the cloaking (with sound and shader little edited) the sound are in cloak and decloak.wav file of shadowtrooper sound. about the shader, sure it's in gfx\effects find something like cloak yu need to edit that sprite.for the Cloaking of droideka, you CANNOT cloaking droideka as assassin droid. i set assassin droid for my golem for elemental shields, and the shader is textured by the .skin files of my golem. so example: golem_gold has as texture for the shield mesh the gfx/misc/light_shield.jpgand my shader is like you can look here.so model -> skin files -> shader for force_shield_off mesh, -> shader file parameters. i suggest you to make the "shield_metal" shader for your droideka with an electric forcefield antiparticles.if yu want a cloacking droideka, yu need to create the NPC like CLASS_SABOTEUR, and not as CLASS_ASSASSIN_DROID.the droideka will atk cloacking and are resistence too to demp2. but saboteur behavour it's like a human enemy. you will not have a ddismembernet so good. yu need to set in NPC the dismemberment probs parameters to 100 for all limbs.also, yu need to make more up the health of the droideka with an high value like 500 because it's not resistance like an assassin droid and can be damaged also when it's cloaked.remember: SABOTEUR class cannot use as weapon WP_NOGHRI_STICK. i see if i equip with that they shot with blaster rifle. . .for
Fire Phoenix Posted January 28, 2014 Author Posted January 28, 2014 I dont want to cloak droideka.. I just want the cloak shader on its shield effect. I know it's gfx/effects/cloakedShader... but I dont like that. I need 100% transparency shader. Check the droideka picture out again and under these purple waves in left down corner there's an aura which looks like cloak. So could you help me writing the shader for this transparency cloak effect?
Asgarath83 Posted January 28, 2014 Posted January 28, 2014 You need to take my "dark shield" , use the path of your textures and as sprite you need 3 good textures of cloaking shader for your exigents. I saw a good cloak shader in the mod of mara jade vengeance of the sith. Maybe you can use the shader of that mod, but yu need permission of autors. otherwise, you can find the cloack edited texture and shadering of this mod and you can make custom shader using for example the cloaking sprites of the VOTS mod.
ent Posted January 28, 2014 Posted January 28, 2014 This cloak effect is hardcoded and can be used only with modifying the game code afaik.
therfiles Posted January 28, 2014 Posted January 28, 2014 I dont want to cloak droideka.. I just want the cloak shader on its shield effect. I know it's gfx/effects/cloakedShader... but I dont like that. I need 100% transparency shader. Check the droideka picture out again and under these purple waves in left down corner there's an aura which looks like cloak. So could you help me writing the shader for this transparency cloak effect? Could you copy that shader, and edit the image it references so the waves are purple instead?
Fire Phoenix Posted January 28, 2014 Author Posted January 28, 2014 I dont have a problem with purple waves but with this invisible aura below. I tried to use the cloak shader on shield but it looks like cloaking in cg_rendertotexturefx 0 instead of 1 and it is not enough for me. CG_Rendertotexturefx 0: http://imagizer.imageshack.us/v2/800x600q90/401/2w2b.jpgCG_Rendertotexturefx 1: http://imagizer.imageshack.us/v2/800x600q90/802/iiav.jpgAs you can see the character cloaking effect is changes however droidekas shield does nothttp://imagizer.imageshack.us/v2/800x600q90/14/uc99.jpgAny idea how to make the shield look like character in rendertexturefx 1? I would be very thankful for help.
ent Posted January 28, 2014 Posted January 28, 2014 @Fire Phoenix, let me quote myself: This cloak effect is hardcoded and can be used only with modifying the game code afaik. Let me attach some code example: cgs.media.cloakedShader = trap_R_RegisterShader( "gfx/effects/cloakedShader" ); if (cg_shadows.integer != 2 && cgs.glconfig.stencilBits >= 4 && cg_renderToTextureFX.integer) { trap_R_SetRefractProp(1.0f, 0.0f, qfalse, qfalse); //don't need to do this every frame.. but.. legs.customShader = 2; //crazy "refractive" shader trap_R_AddRefEntityToScene( &legs ); legs.customShader = 0; } else { //stencil buffer's in use, sorry legs.renderfx = 0;//&= ~(RF_RGB_TINT|RF_ALPHA_FADE); legs.shaderRGBA[0] = legs.shaderRGBA[1] = legs.shaderRGBA[2] = legs.shaderRGBA[3] = 255; legs.customShader = cgs.media.cloakedShader; trap_R_AddRefEntityToScene( &legs ); legs.customShader = 0; } The shader does not have the path, and its order number is always 2.
Fire Phoenix Posted January 29, 2014 Author Posted January 29, 2014 where did you find this and can it be changed?
ent Posted January 29, 2014 Posted January 29, 2014 It's taken from Jedi Academy SDK from cg_players.c file on string 10717. Yes, it can be changed.
Fire Phoenix Posted January 29, 2014 Author Posted January 29, 2014 how can I open this file? With notepad?
Fire Phoenix Posted January 29, 2014 Author Posted January 29, 2014 but in which file is it exactly? Assets 1/assets 0?? I cant find it anywhere
ent Posted January 29, 2014 Posted January 29, 2014 I told you it's a file from Jedi Academy SDK.Its path is codemp/cgame/cg_players.c
Fire Phoenix Posted January 29, 2014 Author Posted January 29, 2014 lol can you do it for me? I've never worked with this SDK before. I have no idea what to do plz help.
ent Posted January 29, 2014 Posted January 29, 2014 I looked at the code a bit. And I am not sure how would I make it. I thought about adding possibility to use that shader directly like you can use $whiteimage. But it's a bit hard, and I am lazy to dig in it. I'd suggest you to ask Xycaleth, he is aware about game renderer more. And it's not about SDK already, about the engine modifying.
Fire Phoenix Posted March 22, 2014 Author Posted March 22, 2014 https://jkhub.org/images/Is4k00J.jpgHelp =(I can't still get it working. Can anyone help me finding textures or proper shader parameters. I'm working so long to manage it and results are not as I wanted. I can't fit any texture to this sphere shield.Any ideas what am I doing wrong or what should I add?My shader: models/players/droideka/shield{{map gfx/effects/droidekashield1blendFunc GL_ONE GL_ONErgbGen identitytcGen svector}}
Fire Phoenix Posted March 25, 2014 Author Posted March 25, 2014 @@Szico VII @@Asgarath83 Asgarath83 likes this
ent Posted March 25, 2014 Posted March 25, 2014 You need to modify the game code, don't you understand?
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