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Problems with rage recovery icon... won't show bkg's?


Go to solution Solved by Angel Soul,

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Posted

Heya :)

I've prepared a new set of icons for a release of new force icons. And I've been editing through ShaderEd2. The problem I am having, which I am unable to solve or understand, is that the extra images I've added for background for rage recovery icon - work perfectly in ShaderEd2... but they don't show up in-game? Is this icon some sort of special case or...? I mean, all should work. All other icon work perfectly with same image and coding.

Posted

Your icon shader may be need to be added to the gfx.shader (I think it's called that), as some things like icons and console are read from a specific shader

Posted

Your icon shader may be need to be added to the gfx.shader (I think it's called that), as some things like icons and console are read from a specific shader

Hmm... I just tried that. Copied the gfx.shader and put it into a separate pak. And at the bottom of it were all my icon shaders. Unfortunately, now no shader worked! hahah :D

Posted

Copy and paste your icon shader here. Also, I'm not sure if it IS the gfx shader, or if it actually needs to be it. Try making it as a separate shader with a bunch of z's at the start so one of the base ones doesn't overwrite it

Posted

Copy and paste your icon shader here. Also, I'm not sure if it IS the gfx shader, or if it actually needs to be it. Try making it as a separate shader with a bunch of z's at the start so one of the base ones doesn't overwrite it

// THE FORCE DRAIN ICON SHADER
gfx/mp/f_icon_dk_drain
{
	nopicmip
	nomipmaps

	//Drain X
    {

        map gfx/mp/drain_x
        blendFunc GL_ONE GL_ONE
        glow
        tcMod stretch sin 1.01 0.04 0 0.3
    }

	//Red Core
    {
        clampmap gfx/mp/redcore
        blendFunc GL_ONE GL_ONE
        glow
        tcMod rotate 50
    }
	
    {
        clampmap gfx/mp/redcore
        blendFunc GL_ONE GL_ONE
        glow
        tcMod rotate -50
    }
    {
        clampmap gfx/mp/redcore2
        blendFunc GL_ONE GL_ONE
        glow
        rgbGen wave sin 1 0.6 0.2 3
        tcMod rotate -25
    }
    {
        clampmap gfx/mp/redcore
        blendFunc GL_ONE GL_ONE
        glow
        rgbGen wave sin 0 1 0 8
        tcMod rotate -80
        tcMod stretch sawtooth 0 1 0 3
    }

    {
        map gfx/mp/f_icon_dk_drain
        alphaFunc GT0
        blendFunc GL_SRC_ALPHA GL_ONE
        glow
        rgbGen identity
    }
	
} // END OF FORCE DRAIN


//FORCE RECOVERY ICON SHADER
gfx/mp/f_icon_ragerec
{
	nopicmip
	nomipmaps
	//Rage X
    {

        map gfx/mp/rage_x
        blendFunc GL_ONE GL_ONE
        glow
        tcMod stretch sin 1.01 0.04 0 0.3
	rgbGen wave sin 0 1 1 1
    }
	//Red Core
    {
        clampmap gfx/mp/redcore
        blendFunc GL_ONE GL_ONE
        glow
        tcMod rotate 50
	rgbGen wave sin 0 1 1 1
    }
	
    {
        clampmap gfx/mp/redcore
        blendFunc GL_ONE GL_ONE
        glow
        tcMod rotate -50
	rgbGen wave sin 0 1 1 1
    }
    {
        clampmap gfx/mp/redcore2
        blendFunc GL_ONE GL_ONE
        glow
        rgbGen wave sin 0 1 1 1
        tcMod rotate -25
    }
    {
        clampmap gfx/mp/redcore
        blendFunc GL_ONE GL_ONE
        glow
        rgbGen wave sin 0 1 1 1
        tcMod rotate -80
        tcMod stretch sawtooth 0 1 0 3
    }
    {
        map gfx/mp/f_icon_ragerec
        alphaFunc GE192
        blendFunc GL_ONE GL_ONE
        glow
        rgbGen wave sin 0 1 1 1
    }
}//END OF FORCE RECOVERY ICON SHADER

Here it is. I added Force Drain coding to it for comparison. Force Drain works perfectly, while Rage recovery does not.

Posted

There is no such thing as "alphaFunc GE192" (last stage for rage), the only valid values you can use for alphaFunc are GT0, LT128, and GE128.

Posted

There is no such thing as "alphaFunc GE192" (last stage for rage), the only valid values you can use for alphaFunc are GT0, LT128, and GE128.

I've tried all these now... and LT128 seems to have been working a bit.. not really sure. What do they do?

Also, in ShaderEd2 where I edit the images - ragerec is the only forcepowers whose font is red in the preview menu section. Does that mean anything?

Posted

I've tried all these now... and LT128 seems to have been working a bit.. not really sure. What do they do?

They refer to the brightness value (ithaik) of the pixels in the layer mask. GT0 = Greater than 0, LT128 = Less than 128, GE128 = Greater or equal to 128

 

Also, in ShaderEd2 where I edit the images - ragerec is the only forcepowers whose font is red in the preview menu section. Does that mean anything?

No idea

 

@@Omicron here - I uploaded the files to my dropbox. Just recently got it. Can you please check and see if it works for you?

Mod file:

https://www.dropbox.com/s/bzy7803atj061v3/UFI_v201_C.pk3?dl=0

Effect file:

https://www.dropbox.com/s/unz2okdnaspk5sy/zzzzz_UFI_C_Effects_v201_powercore.pk3?dl=0

Sure

 

EDIT: Works fine for me

Posted

They refer to the brightness value (ithaik) of the pixels in the layer mask. GT0 = Greater than 0, LT128 = Less than 128, GE128 = Greater or equal to 128

 

No idea

 

Sure

 

EDIT: Works fine for me

And the rage recovery?.... Its background is also same as the other icons? That power pulse of sorts? Like a shining star?

Posted

Yep

I find this most ... confusing. Hahah And it works in MP too?

Sorry if I repeat the question... but I just don't get it why it shouldn't work for me. My .pk3 with the effect files has the most z's now and it still won't work. But it works perfect in ShaderEd2... and looks like for you too.

Posted

I was using it in MP, didn't test SP. I only tested drain and rage btw

Allright man. :) That's all that was necessary. That rage recovery icon (you know, when the character is slowed down - an icon that pops up blinking) is just making me confused. I know that all other work for certain.

But ok... if this icon works for you...

 

Would you be willing to try one more thing? This is another effect file. Like above, the rage recovery icon is the one I have problems with - despite coding seemingly being correct. Does it work well for you?

Will the sparkliness and aura of them show on this one as well like the other icons in the .pk3 file?

https://www.dropbox.com/s/00q7tvejif6mqb9/UFI_C_Effects_v201_sparklyauraandglitter_v1.pk3?dl=0

Posted

Allright man. :) That's all that was necessary. That rage recovery icon (you know, when the character is slowed down - an icon that pops up blinking) is just making me confused. I know that all other work for certain.

But ok... if this icon works for you...

 

Would you be willing to try one more thing? This is another effect file. Like above, the rage recovery icon is the one I have problems with - despite coding seemingly being correct. Does it work well for you?

Will the sparkliness and aura of them show on this one as well like the other icons in the .pk3 file?

https://www.dropbox.com/s/00q7tvejif6mqb9/UFI_C_Effects_v201_sparklyauraandglitter_v1.pk3?dl=0

Oh, I thought you just meant the normal rage icon, I didn't test the recovering one. I'll test it again and that one soonish

Posted

Oh, I thought you just meant the normal rage icon, I didn't test the recovering one. I'll test it again and that one soonish

Allrighty. The recovery one works to me in SP, but not in MP.

Posted

In MP, the icon flashes and looks like this, looks fine to me. (This was the first shader you sent, and other icons work fine)

Screenshot%202014-10-19%2017.33.31.png?d

 

the second shader worked fine too, looked same as above for recovery icon

  • Solution
Posted

In MP, the icon flashes and looks like this, looks fine to me. (This was the first shader you sent, and other icons work fine)

Screenshot%202014-10-19%2017.33.31.png?d

 

the second shader worked fine too, looked same as above for recovery icon

Ahhh... oky. I get this one too. But here's my problem: the recovery icon does not show the other images mapped to it.

I have sparkles, glitters, auras... all kind of cuteness mapped to it, but they don't show. They do in ShaderEd2, but not here. :(

This is the only thing I need to get fixed so I could finally release my mod pack I have been working on.

 

 

EDIT: Okkkaayyy... this thing gets wierder and wierder. O.o I actually GOT it to work for one gameplay. Then not again. I added RGBIdentity to the images used for the rage recovery. I was playing "openjk_sp.x86.exe". I tried ordinary jasp and it didn't work agian. I tried "openjk.x86.exe" and even jamp... nothing. Even though that the shader file in the ShaderEd2 that worked (even in game)  was copied over to the pk3 file!... This doesn't seem to be a bug from my part really... but rather in how the files are read! O.o I wonder... @@Raz0r ... what is your opinion about this? I know you work with OpenJK a little. So... what do you think this might be?

 

 

EDIT 2: Ok, I've solved the problem. The thing is - like you said @@Omicron - that JKA reads some shaders only from a shader file with a certain name. The ragerec icon is defined in "mp.shader" file... so, I copied all what stood in the base "mp.shader" file, removed its definition of the ragerec icon... and added the shadering of my force icons, including the ragerec one. And now it works flawlessly. Both SP and MP. While I can now release my mod (FINALLY), I am somewhat concerned if there are mods out there that change the "mp.shader" file... if they do, won't that make my own icons stop working since the shader file might be overriden?

Omicron likes this
Posted

 if they do, won't that make my own icons stop working since the shader file might be overriden?

Yes, but you can note that in the readme. Can't do much about it except add z's to your pk3 name

Angel Soul likes this
Posted

I'll check it out at the weekend, busy this week. You should also upload it to here :L And thanks!

Oh, allright. JKHub was my first choice, but the file is about 115 MB in size. And here I can upload up to 50 MB. Allright. You take care this week. Don't forget to relax - heh. :)

No problem at all. Thank you for taking your time to help me out a bit in this.

Omicron likes this
Posted

Oh, allright. JKHub was my first choice, but the file is about 115 MB in size. And here I can upload up to 50 MB. Allright. You take care this week. Don't forget to relax - heh. :)

No problem at all. Thank you for taking your time to help me out a bit in this.

You can upload more than 50MB, @@Circa or someone could probably explain how

Posted

Oh, allright. JKHub was my first choice, but the file is about 115 MB in size. And here I can upload up to 50 MB. Allright. You take care this week. Don't forget to relax - heh. :)

No problem at all. Thank you for taking your time to help me out a bit in this.

  

You can upload more than 50MB, @@Circa or someone could probably explain how

Right this second, no. See this post. In the mean time, you can submit the file and link to that moddb page and we can upload it ourselves.

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