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Black sword (like the sith sword, not lightsaber) trail


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Posted

Is it possible to have a black sword trail (trailstyle 2 in the .sab file) with a .png image? I just tried it and the trail came out white. Not sure if this is even possible, just trying to get a small weapon mod finished for a pack I made.

Posted

use trailstyle 1 on SAB file and you have the black blur trail of the ragnos sith sword. :) the 1 give the normal colored blade of sabercolor parameter. the 2 parameter give a saber with no trail.

Posted

Isn't the sword trail white though, not black? This is the weapon I'm working on BTW:

 

shot0297.jpg

 

It doesn't have a lightsaber blade in the .sab file. It uses a custom effect.

Posted

yiu need to edit gfx/effects/sabers/swordtrail texture i think if you want a custom swordtrail.

for remove the energy blade you can use in sab file

Noblade 1 command.

Posted

Yeah, it's the swordtrail texture that I've edited, I want to make it black but to do that I need to save it as a .png to get the right transparency. But when I try it out in game, it uses my custom trail texture, but it's white and not black. I'm sure it's some kind of blending issue, not sure if it's worth all the trouble to get it working.

Posted

Yeah, it's the swordtrail texture that I've edited, I want to make it black but to do that I need to save it as a .png to get the right transparency. But when I try it out in game, it uses my custom trail texture, but it's white and not black. I'm sure it's some kind of blending issue, not sure if it's worth all the trouble to get it working.

 

ahhh that's issue? yes i got already this issue when in past i tried to edit the swordtrail texturee. i not know why but also if you replace the texture for every change game make him white... i not know if there is a code problem about the trail and so i cannot help you or a shader issue. in the second case, you can search the gfx/effects/sabers/swordtrail shader . maybe need same edit to the parameter. if anyone not work, is a code trouble and so you cannot edit trail because is really hard :\

you cannot simply use a melee sword with noblade 1 parameter and trayilstyle 1 right? O.o

one of example on my mod is that:

 

vampire13

{    

    name        "Ammazzadraghi"

    saberType    SABER_SINGLE

    saberModel    "models/weapons2/vampire13/vampire13.glm"

    soundOn        "sound/weapons/buster/draw1.mp3"

    soundOff    "sound/weapons/buster/draw1.mp3"

    saberLength    40

    noDlight    1

    saberRadius    5

    throwable    0

    maxChain    4

    lockbonus    4

    disarmbonus    7

    parrybonus    7

    damagescale    2

    saberstylelearned    medium

    saberstylelearned    strong

    saberstylelearned    desann

    saberstyleforbidden    fast

    saberstyleforbidden    tavion

    saberstyleforbidden    staff

    spinsound    "sound/weapons/buster/spin.mp3"

    swingSound1    "sound/weapons/buster/swing1.mp3"

    swingSound2    "sound/weapons/buster/swing2.mp3"

    swingSound3    "sound/weapons/buster/swing3.mp3"

    fallSound1    "sound/weapons/buster/fall1.mp3"

    fallSound2    "sound/weapons/buster/fall2.mp3"

    fallSound3    "sound/weapons/buster/fall3.mp3"

    BlockEffect    "swords/ironblock.efx"

    HitpersonEffect    "swords/ironblood.efx"

    HitOtherEffect    "swords/ironcut.efx"

    onInWater     1

    alwaysBlock     1

    noIdleEffect     1

    Knockbackscale    2

    noblade        1

    bounceOnWalls    1

    trailstyle    1

    twohanded    1

    noclashflare    1

    nowallmarks    1

    g2WeaponMarkShader "gfx/effects/bloodsplat"

    readyAnim    BOTH_CCWCIRCLEBREAK    

}

Posted

it will need a shader edit

and an alpha layer

 

just copy the generic white trail texture and save it as a .tga, then copy & paste the texture into the alphachannel and fill the RGB channels black

 

your shader should look like this :

gfx/effects/trailshaderpath
{
 {
  map gfx/effects/trailshaderpath
  rgbGen identity
  blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
 }
}

make sure to keep the same filepath, so that your new shader overwrites the base JKA one, that shader might not work correctly but it should, if it doesn't using "GL_ZERO" instead of "GL_ONE_MINUS..." might work

Posted

Let me just give you guys what I have here. Here is a shot of the sword, you can see the black blade itself shows fine.

 

shot0035_zps83c18d6f.jpg

 

And here is the swordtrail.png image.

 

swordtrail_zpsf94b505c.png

 

I also tried as a targa, but no dice. The trail still shows up white, even with that shader you posted Ashura.

 

shot0034_zps1c93e25c.jpg

 

Here is the .sab file.

force_pike_black
{
    	name		"Force Pike black"
    	saberType	SABER_SINGLE
    	saberModel	"models/weapons2/force_pike_new/force_pike_new.glm"
    	saberLength    	32
	noDlight	1
      	noBlade		1
      	trailStyle	1
	bladeEffect	"force_pike/electricity_black.efx"
    	soundOn		"sound/force_pike/on_spark.wav"
    	soundOff    	"sound/force_pike/off_spark.wav"
    	soundLoop	"sound/force_pike/on_loop.wav"
}
Posted

Ehi NICE!!! :D

nice job!

if you want a more realistic blade you can add

BounceOnWalls 1 -> blade is solid and bounce on walls an floors. XD

blockeffect : efx of parries

hitpersoneffect: efx of it enemy

hitothereffect: bounce effect or effect against func breakable.

nowallmarks 1 : the blade no cut walls like the lightsaber.

noclashflares 1: the saber not emit the flash glowing light when clash with another saber.

damagescale : set damage value 1 -> normal saber dmg.

knockbackscale 1: your blade make knockback on enemies like the sith sword.

Oninwater 1 : can use underwater.

also the swingsound anf fallsound paramter for change sound into metallic sword sound.

for the sound of hitperson, block and bounce you can add by the efx files adding sound as primitive in the effect and selecting as playable effect 3 sound. example

in the effect of block:

 

Sound
{
    sounds
    [
        sound/weapons/force_pike/block1.mp3
        sound/weapons/force_pike/block2.mp3
        sound/weapons/force_pike/block3.mp3
    ]
}

 

Posted

then your filen-/shader-name/path must be wrong, OOOOR your file is loaded BEFORE the assets#.pk3's

name it z_pk3name.pk3 to make sure it'S not the last one ;)

Posted

It's not that it's being loaded before assets, it's named force_pike_black.pk3. Can you really just slap a shader on that swordtrail? Has this actually been done? Because I don't think the shader will do anything. I can't even find swordtrail.jpg in any of the default shaders.

Asgarath83 likes this
Posted

on assest1.pk3

shaders/sabers.SHADER file

here for you the shader code:

 

gfx/effects/sabers/swordTrail
{
qer_editorimage gfx/effects/sabers/blurglow
nopicmip
nomipmaps
cull twosided
{
clampmap gfx/effects/sabers/swordtrail
blendFunc GL_ONE GL_ONE
glow
rgbGen vertex
}
}
Posted

Sweet, thanks Asgarath83, I'll try editing that. Question though, what the heck is this

 

qer_editorimage gfx/effects/sabers/blurglow

 

doing in there? Isn't that to specify what texture is shown if you load a shader in Radiant to put it in a map?

Asgarath83 likes this
Posted

Yes, has not much sense because seems a command for the Radiant q3 building of shader material. otherwise, there is also the texture blurglow into the gfx/effects/sabers folder.

i not know what make this command, but the sith sword trail use 2 texture for work: the swordtrail texture and the blurglow texture.

  • 1 month later...

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