Angel Soul Posted September 6, 2014 Posted September 6, 2014 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!
Asgarath83 Posted September 6, 2014 Posted September 6, 2014 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.
Angel Soul Posted September 6, 2014 Author Posted September 6, 2014 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 } }
Asgarath83 Posted September 7, 2014 Posted September 7, 2014 ooooh, LOOOOL the map object are for the holocron texture of MP game, not for the power!! XDbut 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/whiteglowblendFunc GL_ONE GL_ONE_MINUS_SRC_COLORrgbGen entitytcGen environmenttcMod rotate 10tcMod turb 0.6 0.3 0 0.6tcMod stretch sin 1.5 0.5 0 1glow}{map gfx/effects/caustic1blendFunc GL_ONE GL_ONE_MINUS_SRC_COLORrgbGen entitytcMod rotate -600tcMod scale 2 3glow}} Do thas.about the sight power you need to find the 2d texture about themmm 2d/cropcircle are for sniper rifle crosshair altfire mode.for the force sight the textures are in2d/jedisnsfind in 2D shader and put the glow and trans parameter. should be work. trans make the shader translucent. glow give dynamic glowing illumination.
Angel Soul Posted September 9, 2014 Author Posted September 9, 2014 ooooh, LOOOOL the map object are for the holocron texture of MP game, not for the power!! XDbut 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/whiteglowblendFunc GL_ONE GL_ONE_MINUS_SRC_COLORrgbGen entitytcGen environmenttcMod rotate 10tcMod turb 0.6 0.3 0 0.6tcMod stretch sin 1.5 0.5 0 1glow}{map gfx/effects/caustic1blendFunc GL_ONE GL_ONE_MINUS_SRC_COLORrgbGen entitytcMod rotate -600tcMod scale 2 3glow}} Do thas.about the sight power you need to find the 2d texture about themmm 2d/cropcircle are for sniper rifle crosshair altfire mode.for the force sight the textures are in2d/jedisnsfind 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 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. xDAs for those image files... I just may do something about them too!!
Angel Soul Posted September 11, 2014 Author Posted September 11, 2014 Absorb uses gfx/misc/personalshield I was just about to give up on this lol. Coz I couldn't find. Allright - will give it one more go.
Angel Soul Posted September 25, 2014 Author Posted September 25, 2014 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?
Keyten Posted September 25, 2014 Posted September 25, 2014 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
Angel Soul Posted September 25, 2014 Author Posted September 25, 2014 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.
Raz0r Posted September 25, 2014 Posted September 25, 2014 Push/pull is only hardcoded if you using cg_renderToTextureFX 1, because it has to be programmatically handled. Keyten likes this
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now