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[HELP] Dynamic glow on Force Powers in JKA MP


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Posted

Heya folks,

 

I wonder, is it possible to add dynamic glow or a bloom of some sorts on Force Powers? Basically what I would like to do is adding such a thing in multiplayer for Force Seeing (when you see your allies and foes), when you use Absorb and Protection. And if this is possible, how would I do it?

 

Thanks!

Posted

you need to add the "glow paramter into the shader files of force protect and force absorb. if i remember correctly search into shader file the gfx and gfx files about the p_shield shader or texture.

Posted

you need to add the "glow paramter into the shader files of force protect and force absorb. if i remember correctly search into shader file the gfx and gfx files about the p_shield shader or texture.

Mmm... I didn't find anything there, but I found something in "models.shader". And I added "glow", but it didn't work. :/

Here's the code:

gfx/misc/forceprotect
{
	qer_editorimage	gfx/effects/p_shield
	deformvertexes	wave	100 sin 1 1 0 1
	glow
    {
        map gfx/effects/whiteglow
        blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
        rgbGen entity
        tcGen environment
        tcMod rotate 10
        tcMod turb 0.6 0.3 0 0.6
        tcMod stretch sin 1.5 0.5 0 1
    }
    {
        map gfx/effects/caustic1
        blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
        rgbGen entity
        tcMod rotate -600
        tcMod scale 2 3
    }
}


models/map_objects/mp/force_sight
{
	q3map_nolightmap
	q3map_onlyvertexlighting
	glow
    {
        map models/map_objects/mp/force_sight
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/map_objects/mp/force_sight_glow
        blendFunc GL_ONE GL_ONE
        glow
    }
}

models/map_objects/mp/force_heal
{
	q3map_nolightmap
	q3map_onlyvertexlighting
	glow
    {
        map models/map_objects/mp/force_heal
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/map_objects/mp/light_heal_glow
        blendFunc GL_ONE GL_ONE
    }
}
Posted

ooooh, LOOOOL the map object are for the holocron texture of MP game, not for the power!! XD

but you find the shader of protect \ absorb and for work...

 

gfx/misc/forceprotect
{
    qer_editorimage    gfx/effects/p_shield
    deformvertexes    wave    
100 sin 1 1 0 1

    surfaceparm        trans

{
map gfx/effects/whiteglow
blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
rgbGen entity
tcGen environment
tcMod rotate
10
tcMod turb 0.6 0.3 0 0.6
tcMod stretch sin 1.5 0.5 0 1

glow
}
{
map gfx/effects/caustic1
blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
rgbGen entity
tcMod rotate
-600
tcMod scale 2 3

glow
}
}

 

 

Do thas.

about the sight power you need to find the 2d texture about the

mmm 2d/cropcircle are for sniper rifle crosshair altfire mode.

for the force sight the textures are in

2d/jedisns

find in 2D shader and put the glow and trans parameter. should be work. trans make the shader translucent. glow give dynamic glowing illumination.

Posted

ooooh, LOOOOL the map object are for the holocron texture of MP game, not for the power!! XD

but you find the shader of protect \ absorb and for work...

 

gfx/misc/forceprotect

{

    qer_editorimage    gfx/effects/p_shield

    deformvertexes    wave    100 sin 1 1 0 1

    surfaceparm        trans

{

map gfx/effects/whiteglow

blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR

rgbGen entity

tcGen environment

tcMod rotate 10

tcMod turb 0.6 0.3 0 0.6

tcMod stretch sin 1.5 0.5 0 1

glow

}

{

map gfx/effects/caustic1

blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR

rgbGen entity

tcMod rotate -600

tcMod scale 2 3

glow

}

}

 

 

Do thas.

about the sight power you need to find the 2d texture about the

mmm 2d/cropcircle are for sniper rifle crosshair altfire mode.

for the force sight the textures are in

2d/jedisns

find in 2D shader and put the glow and trans parameter. should be work. trans make the shader translucent. glow give dynamic glowing illumination.

Ohh? Oops! LOL!! :D :D :D Awww man hahaha Allright.

Well I tried with what you gave, and it didn't work. Guess I'll have to dig through all the blasted .shader files and try to find it. xD

As for those image files... I just may do something about them too!! :)

  • 2 weeks later...
Posted

Absorb uses gfx/misc/personalshield

 

Allright, now I *REALLY* have to ask this haha - how do I actually find the effects that correspond to activation of a certain Force Power? I want to tinker a little with them, adding glow. This I want to work in MP especially. Because obviously it doesn't say "force protect" just clean out. Leaves me guessing which one it is. You know any way to find for certain which effects are used for what Force power? :)

Posted

Allright, now I *REALLY* have to ask this haha - how do I actually find the effects that correspond to activation of a certain Force Power? I want to tinker a little with them, adding glow. This I want to work in MP especially. Because obviously it doesn't say "force protect" just clean out. Leaves me guessing which one it is. You know any way to find for certain which effects are used for what Force power? :)

 

Most of the force powers use effects (assets1/effects/force and assets1/effects/mp for drain).

Push / Pull refraction is hardcoded.

And Protect, Absorb and Grip use shaders (I don't know grip shader, sorry).

Angel Soul likes this
Posted

Most of the force powers use effects (assets1/effects/force and assets1/effects/mp for drain).

Push / Pull refraction is hardcoded.

And Protect, Absorb and Grip use shaders (I don't know grip shader, sorry).

Ahaaa.... allright. Wonder why they'd hardcode Push/Pull. Thank you for your answer. :) I'll take a look at it.

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