DarthStevenus Posted September 6, 2014 Posted September 6, 2014 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.
Asgarath83 Posted September 6, 2014 Posted September 6, 2014 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.
DarthStevenus Posted September 7, 2014 Author Posted September 7, 2014 Isn't the sword trail white though, not black? This is the weapon I'm working on BTW: It doesn't have a lightsaber blade in the .sab file. It uses a custom effect.
Asgarath83 Posted September 7, 2014 Posted September 7, 2014 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 fileNoblade 1 command.
DarthStevenus Posted September 7, 2014 Author Posted September 7, 2014 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.
Asgarath83 Posted September 7, 2014 Posted September 7, 2014 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.oone 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 }
AshuraDX Posted September 8, 2014 Posted September 8, 2014 it will need a shader editand 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
DarthStevenus Posted September 8, 2014 Author Posted September 8, 2014 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. And here is the swordtrail.png image. I also tried as a targa, but no dice. The trail still shows up white, even with that shader you posted Ashura. 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" }
Asgarath83 Posted September 9, 2014 Posted September 9, 2014 Ehi NICE!!! nice job!if you want a more realistic blade you can addBounceOnWalls 1 -> blade is solid and bounce on walls an floors. XDblockeffect : efx of parrieshitpersoneffect: efx of it enemyhitothereffect: 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. examplein the effect of block: Sound{ sounds [ sound/weapons/force_pike/block1.mp3 sound/weapons/force_pike/block2.mp3 sound/weapons/force_pike/block3.mp3 ]}
AshuraDX Posted September 9, 2014 Posted September 9, 2014 then your filen-/shader-name/path must be wrong, OOOOR your file is loaded BEFORE the assets#.pk3'sname it z_pk3name.pk3 to make sure it'S not the last one
DarthStevenus Posted September 9, 2014 Author Posted September 9, 2014 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
AshuraDX Posted September 9, 2014 Posted September 9, 2014 hm, it might be hardcoded then probably @@eezstreet can bring some clarity
Asgarath83 Posted September 12, 2014 Posted September 12, 2014 on assest1.pk3shaders/sabers.SHADER filehere 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 } }
DarthStevenus Posted September 12, 2014 Author Posted September 12, 2014 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
Asgarath83 Posted September 13, 2014 Posted September 13, 2014 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.
Redeemer of Souls Posted October 23, 2014 Posted October 23, 2014 Maybe off topic but how to make a sword in single or JA+ to the trail was not black?
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