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Droideka shield shader


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I have elemental shader for earth, water, electric, fire, frozen, foggy, dark and light shield for my mod. Here's the shader parameters. :D
(however, yu need good sprites quality textures )

gfx/misc/frozen_shield
{
qer_editorimage gfx/effects/iceshieldshell1
surfaceparm playerclip
surfaceparm water
nomipmaps
polygonOffset
cull twosided
{
map gfx/effects/iceshieldshell1
blendFunc GL_DST_ALPHA GL_DST_ALPHA
rgbGen entity
tcMod rotate 5
tcMod turb 0.2 0.1 0 0.2
tcMod scale 5 8
}
{
map gfx/effects/water_splash
blendFunc GL_DST_ALPHA GL_ONE
rgbGen entity
tcMod rotate 5
tcMod turb 0.2 0.1 0 0.2
tcMod scale 5 8
}
{
map gfx/effects/iceshieldshellring
blendFunc GL_ONE GL_ONE
rgbGen entity
tcMod rotate -5
tcMod scale 4 6
}
}

gfx/misc/stone_shield
{
qer_editorimage gfx/effects/stoneshieldshell1
surfaceparm playerclip
surfaceparm terrain
nomipmaps
polygonOffset
cull twosided
{
map gfx/effects/stoneshieldshell1
blendFunc GL_DST_ALPHA GL_DST_ALPHA
rgbGen entity
tcMod rotate 5
tcMod turb 0.2 0.1 0 0.2
tcMod scale 5 8
}
{
map gfx/misc/dust
blendFunc GL_DST_ALPHA GL_ONE
rgbGen entity
tcMod rotate 5
tcMod turb 0.2 0.1 0 0.2
tcMod scale 2 3
}
{
map gfx/sprites/cry_rock_md
blendFunc GL_ONE GL_ONE
rgbGen entity
tcMod rotate 5
tcMod turb 0.2 0.1 0 0.2
tcMod scale 5 8
}
{
map gfx/effects/stoneshieldshellring
blendFunc GL_ONE GL_ONE
rgbGen entity
tcMod rotate -5
tcMod scale 4 6
}
}

gfx/misc/fire_shield
{
qer_editorimage gfx/effects/fireshieldshell1
surfaceparm playerclip
surfaceparm lava
nomipmaps
polygonOffset
cull twosided
{
map gfx/effects/fireshieldshell1
blendFunc GL_DST_ALPHA GL_DST_ALPHA
rgbGen entity
tcMod rotate 5
tcMod turb 0.2 0.1 0 0.2
tcMod scale 5 8
}
{
map gfx/effects/fire2
blendFunc GL_DST_ALPHA GL_ONE
rgbGen entity
tcMod rotate 5
tcMod turb 0.2 0.1 0 0.2
tcMod scale 5 8
}
{
map gfx/effects/fireshieldshellring
blendFunc GL_ONE GL_ONE
rgbGen entity
tcMod rotate -5
tcMod scale 4 6
}
}

gfx/misc/cloud_shield
{
qer_editorimage gfx/effects/cloudshieldshell1
surfaceparm playerclip
nomipmaps
polygonOffset
cull twosided
surfaceparm trans
{
map gfx/effects/cloudshieldshell1
blendFunc GL_DST_ALPHA GL_DST_ALPHA
rgbGen entity
tcMod rotate 10
tcMod turb 0.2 0.1 0 0.2
tcMod scale 5 8
}
{
map gfx/effects/cloudshieldshellring
blendFunc GL_DST_ALPHA GL_DST_ALPHA
rgbGen entity
tcMod rotate -1
tcMod scale 32 16
}
}

gfx/misc/metal_shield
{
qer_editorimage gfx/effects/shockshieldshell1
surfaceparm playerclip
surfaceparm nomarks
surfaceparm forcefield
nomipmaps
polygonOffset
cull twosided
{
map gfx/effects/shockshieldshell1
blendFunc GL_DST_ALPHA GL_SRC_ALPHA
rgbGen entity
tcMod rotate 10
tcMod turb 0.2 0.1 0 0.2
tcMod scale 10 16
}
{
map gfx/effects/shockshieldshellring
blendFunc GL_DST_ALPHA GL_DST_ALPHA
rgbGen entity
tcMod rotate -5
tcMod scale 32 16
}
}

gfx/misc/light_shield
{
qer_editorimage gfx/effects/lightshieldshell1
surfaceparm playerclip
surfaceparm water
nomipmaps
polygonOffset
cull twosided
{
map gfx/effects/lightshieldshell1
blendFunc GL_DST_ALPHA GL_DST_ALPHA
rgbGen entity
tcMod rotate 5
tcMod turb 0.2 0.1 0 0.2
tcMod scale 5 8
}
{
map gfx/effects/lightshieldshellring
blendFunc GL_ONE GL_ONE
rgbGen entity
tcMod rotate -5
tcMod scale 4 6
}
}

gfx/misc/dark_shield
{
qer_editorimage gfx/effects/darkshieldshell1
surfaceparm playerclip
surfaceparm opaque
nomipmaps
polygonOffset
cull twosided
{
map gfx/effects/darkshieldshell1
blendFunc GL_ONE GL_ONE
rgbGen entity
tcMod rotate 5
tcMod turb 0.2 0.1 0 0.2
tcMod scale 5 8
}
{
map textures/byss/env_large_floor
blendFunc GL_ZERO GL_DST_COLOR
rgbGen entity
tcMod rotate -5
tcMod scale 4 6
}
{
map textures/byss/env_large_floor
blendFunc GL_ZERO GL_DST_COLOR
rgbGen entity
tcMod rotate -5
tcMod scale 4 6
}
{
map textures/byss/env_large_floor
blendFunc GL_ZERO GL_DST_COLOR
rgbGen entity
tcMod rotate -5
tcMod scale 4 6
}
{
map gfx/effects/darkshieldshellring
blendFunc GL_ONE GL_ONE
rgbGen entity
tcMod rotate -5
tcMod scale 4 6
}
}

 

NumberWan likes this
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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.jpg

and 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

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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?

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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. :)

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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?

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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.jpg

CG_Rendertotexturefx 1: http://imagizer.imageshack.us/v2/800x600q90/802/iiav.jpg
As you can see the character cloaking effect is changes however droidekas shield does not
http://imagizer.imageshack.us/v2/800x600q90/14/uc99.jpg
Any idea how to make the shield look like character in rendertexturefx 1? I would be very thankful for help.

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@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.

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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.

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  • 1 month later...

https://jkhub.org/images/Is4k00J.jpg

Help =(
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/droidekashield1
blendFunc GL_ONE GL_ONE
rgbGen identity
tcGen svector
}

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