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Shaders issue on saber (solid blade)


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The new saber i'm doing has some light problem. One side is lighted while the other isn't like this :

edit - it is always the same sides, despite of lights.

 

14030810170014140512047854.jpg

 

 

Moreover I don't really know how to do shaders actually. I tried anything with a white image, just for beginning and testing. Then someone suggested me a new code but the issue does remain. There is still only one side lighted... here is the last code i tried :

 

 

 

models\weapons2\blazefire\blade
{
   q3map_nolightmap
   q3map_onlyvertexlighting
    {
        map models\weapons2\blazefire\blade
        rgbGen lightingDiffuse
    }
    {
        map gfx/effects/envmap
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        tcGen environment
    }
    {
        map models\weapons2\blazefire\spec
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
        cull twosided
    }
}

 

 

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  • 3 weeks later...

Thank you, but that didn't work. I have the feeling it doesn't come from .shader actually. I saw ja+ katanas don't have the issue even if it hasn't .shader.

Well, may be i will know a next day how to fixe that...

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mmm, seems like not recognize the textures. they are into the correct path?

Here it's a code of one of best vampire sword of my legacy of kain mod. it's a sword with a black blade and a skull in the hilt, very good desing. in game appear very nice and with a good lightning. try that syntax: (my blade is a wraith blade, but in your case i think you not need the glow string ) :)

(

 

 

models/weapons2/vampire1/blade
{
q3map_nolightmap
{
map models/weapons2/vampire1/blade
blendFunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map models/weapons2/vampire1/saber_enviro
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcGen environment
}
{
map models/weapons2/vampire1/blade_spec
blendFunc GL_SRC_ALPHA GL_ONE
detail
glow
alphaGen lightingSpecular
}
}

models/weapons2/vampire1/hilt1
{
q3map_nolightmap
{
map models/weapons2/vampire1/hilt1
blendFunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map models/weapons2/vampire1/hilt_enviro
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcGen environment
}
{
map models/weapons2/vampire1/hilt1_spec
blendFunc GL_SRC_ALPHA GL_ONE
detail
glow
alphaGen lightingSpecular
}
}

models/weapons2/vampire1/hilt2
{
q3map_nolightmap
{
map models/weapons2/vampire1/hilt2
blendFunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map models/weapons2/vampire1/hilt_enviro
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcGen environment
}
{
map models/weapons2/vampire1/hilt2_spec
blendFunc GL_SRC_ALPHA GL_ONE
detail
glow
alphaGen lightingSpecular
}
}

models/weapons2/vampire1/horns
{
q3map_nolightmap
{
map models/weapons2/vampire1/horns
blendFunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map models/weapons2/vampire1/hilt_enviro
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcGen environment
}
{
map models/weapons2/vampire1/horns_spec
blendFunc GL_SRC_ALPHA GL_ONE
detail
glow
alphaGen lightingSpecular
}
}

models/weapons2/vampire1/skull
{
q3map_nolightmap
{
map models/weapons2/vampire1/skull
blendFunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map models/weapons2/vampire1/skull1_spec
blendFunc GL_SRC_ALPHA GL_ONE
detail
glow
alphaGen lightingSpecular
}
{
map models/weapons2/vampire1/skull2_spec
blendFunc GL_SRC_ALPHA GL_ONE
detail
glow
alphaGen lightingSpecular
}
{
map models/weapons2/vampire1/skull_enviro
blendFunc GL_DST_COLOR GL_SRC_COLOR
tcGen environment
}
}

 

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As you can see, need 2 textures: the spec textures are copies of the original with a black chrome effect, yu can make with photoshop or paint shop pro. Combine texture and spec texture into the same shader and yu get realistic light reflection \ refraction efx of the blade ^_^

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mmm, seems like not recognize the textures. they are into the correct path?

 

Yes, they are. no problem with recognition. :/ And actually, each opposite side has the same path...

I wondered if it is due to that there is only one picture for both sides but i saw ja+ sword we called "jpsg10" has the same thing without problem.

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The model it's okay.

 

SAB FILE have some little missing for a realistic melee blade: 

In file SAB add the follow strings:

noClashFlare 1 (avoid the flash of parry with lightsabers)

NoWallMarks 1 (avoid the sword cut the walls like a saber)

BounceOnWalls 1 (allows the blade bounce on the surfaces that's make it solid, alto play the HitOtherEffects parameter. )

NoIdleEffect 1 (the blade cannot cut by touch the enemies, yu are forced to swing it for cut them.

OnInWater 1 (the blade not turn off into water if yu make a wash :P )

----------------------------------

IdleinBack it's new for me, what does it do? Can work for all mods? O.o

 

SHADERS: they are okay, so your issue is very strange. I think the problem is the enviroment. try to make a custome enviroemtn textures instead of

 

  {
        map gfx/effects/envmap
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        tcGen environment
    }

 

Also for lightingDiffuse parameter try something like this:

 

"map models/weapons2/vampire1/blade

alphaFunc GE192  <-- add that.
blendFunc GL_ONE GL_ZERO
rgbGen lightingDiffuse"

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noClashFlare, NoWallMarks, BounceOnWalls, are zero. This is intended. On the other hand, i forget onInWtaer and may be NoldleEffect. Indeed.

 

As i said, i don't think that comes from shader finally. It seems ja+ sword like bride katana haven't any problem without shaders... but i'll try.

Thank you.

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noClashFlare, NoWallMarks, BounceOnWalls, are zero. This is intended. On the other hand, i forget onInWtaer and may be NoldleEffect. Indeed.

 

As i said, i don't think that comes from shader finally. It seems ja+ sword like bride katana haven't any problem without shaders... but i'll try.

Thank you.

You need to set thats parm to 1 for good work of the saber. 0 is default setting. so it's like yu not add this command. Not change nothing.

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