Langerd Posted February 20, 2015 Posted February 20, 2015 Does the glowing shader will work on the sword in Multiplayer? There is no way it is wrong because it works in Singleplayer
z3filus Posted February 20, 2015 Posted February 20, 2015 if a sword has a glowing shader, it should work... check out @@AshuraDX's Murasama sword, for example http://jkhub.org/files/file/2030-murasama-metal-gear-rising/whether you have a sword in SP or MP doesn't matter, so this is where I get confused; are you perhaps talking about the saber glow effect? in that case, enable dynamic glow Langerd likes this
AshuraDX Posted February 20, 2015 Posted February 20, 2015 if you want parts of your model to glow : create a black version of your texture and color in only the parts that should glow in the color they should glow in then add this stage to your shader file : models/weapons2/<yourweapondirectory>/<yourglowtexture> { . . . { map models/weapons2/<yourweapondirectory>/<yourglowtexture> blendFunc GL_ONE GL_ONE rgbGen identity glow } } here's an example shader from the model @zeƒilus pointed out models/weapons2/murasama/Murasama { q3map_nolightmap { map models/weapons2/murasama/murasama blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/murasama/murasama_s blendFunc GL_SRC_ALPHA GL_ONE alphaGen lightingSpecular } { map models/weapons2/murasama/murasama_i blendFunc GL_ONE GL_ONE glow rgbGen identity } } Langerd likes this
Langerd Posted February 20, 2015 Author Posted February 20, 2015 models/weapons2/sapphire_blade/sword{ q3map_nolightmap cull twosided { map models/weapons2/sapphire_blade/sword alphaFunc GE128 blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/sapphire_blade/sword_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular glow } { map models/weapons2/sapphire_blade/sword_glow blendFunc GL_ONE GL_ONE glow rgbGen identity }} This is my shader In Sp it works like this - http://wrzucaj.net/Tu9http://wrzucaj.net/Tus But in mp (i checked again) It is like this - http://wrzucaj.net/TuJhttp://wrzucaj.net/Tue It is not bright as it is in SP . But ... Does it looks nice for You? Many thanks for answers!
z3filus Posted February 20, 2015 Posted February 20, 2015 I see no difference it looks nice though Langerd likes this
Solution Langerd Posted February 20, 2015 Author Solution Posted February 20, 2015 Ok XD maybe stupid me and didnt saw that there is no diffrence. I change the texture to brighter only to check that _glow texture is read by the game... And Yes it works 83Many thanks for answers!
Oobah Posted February 20, 2015 Posted February 20, 2015 Glow only plays a part in dynamicglow being on as it is so brightness will vary depending upon more or less the brightness of the texture used for the glow itself. So that's more or less the way you make it come out even shinier. If you're using the same texture as you do for the one that glows. Simply make the texture for the glow its own individual texture and just bump the brightness up on it till you are satisfied with how high the glow on it is. Textures in general, even with mapping, function the same way with the core game with glow shaders and its really only there to make use of the dynamic glow command. See little brightness without the dynamicglow on but that's really where the glow comes to life honestly but it can impact fps pretty heavily. I do still recommend using if you run into errors/bugs the shader tool that comes with the original sdk because it points out individual errors to you, usually just a matter of where things are typed/placed in the shader setup.
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