dark_apprentice Posted April 19, 2015 Share Posted April 19, 2015 As big fan of the TIE family vehicles (and willing to have a real-life replica someday), I couldn't resist myself from willing to start a personal project. I decided to start at first with the TIE Fighter from JKA and just mess around with what I can do at the moment for it's textures. I will be glad to other members who are far more professional, than me in textures to help out, till I reach the result, that would satisfy me. Maybe it will be released here some day too, but not sure what I would be able to create due the process with this TIE Fighter re-texture.Right now I can't find some good reference pictures for the new TIE Fighter designs on upcoming Episode 7 Force Awakens. So as it is now on a very-very LOW level and what I could saw from the Teaser#2 I've managed only this "Negative" version ATM:Still need tones of hours of work on it TIE krkarr likes this Link to comment
dark_apprentice Posted April 24, 2015 Author Share Posted April 24, 2015 Ok here is an update I've made on the textures and put it over a background to look more fancy. The only problem at the moment is, that when I want to spawn the vehicle the game crashes saying this what can I do to fix this. TIE Fighter model opens perfectly in ModView and the textures are on. Thanks in advance guys! Link to comment
dark_apprentice Posted April 24, 2015 Author Share Posted April 24, 2015 Any help would be appreciated Link to comment
NumberWan Posted April 24, 2015 Share Posted April 24, 2015 @@dark_apprentice I wouldn't recommend using a negative of the original texture. If you are working in Photoshop, try other options. For instance, for black parts I would use any dark color close to black, then use Multiply filter and "play" a little with Opacity values. Using mask in this instance might help. For lighter parts also use some sort of grey or light olive gamma. Using Lighting, Screen or Overlay might be good. Opacity too. =) Besides I would copy one of Channels (RGB) and place them above the light parts of TIE. Then use multiply again. If you don't work in PS, then just try to avoid switching colors automatically. There are actually dozens of options both in PS and other programs. dark_apprentice likes this Link to comment
dark_apprentice Posted April 24, 2015 Author Share Posted April 24, 2015 @@dark_apprenticeI wouldn't recommend using a negative of the original texture. If you are working in Photoshop, try other options. For instance, for black parts I would use any dark color close to black, then use Multiply filter and "play" a little with Opacity values. Using mask in this instance might help. For lighter parts also use some sort of grey or light olive gamma. Using Lighting, Screen or Overlay might be good. Opacity too. =) Besides I would copy one of Channels (RGB) and place them above the light parts of TIE. Then use multiply again. If you don't work in PS, then just try to avoid switching colors automatically. There are actually dozens of options both in PS and other programs.Thanks mate! I will see what I can do with the textures this weekend and after I play around in Photoshop, I'll let an update here ^^ NumberWan likes this Link to comment
Zappa_0 Posted April 24, 2015 Share Posted April 24, 2015 Ive also been working into skinning the tie fighter. I had to go in and find the texture files as they dont read from the same folder the model was in. Im really surprised that no one has ever really skinned any of the base vehicles before. as for your error, looks like you tried to load the tie fighter up in single player. you should try to see if it will load in MP. also if you want I can upload my test pk3 file later if you want. Here are some photos if you need them of the tie from the last trailer: dark_apprentice and NumberWan like this Link to comment
Langerd Posted April 25, 2015 Share Posted April 25, 2015 This Tie fighter is more metalic. The prevous versions look a bit like plastic. Make some environment with metal texture Link to comment
dark_apprentice Posted April 26, 2015 Author Share Posted April 26, 2015 Ive also been working into skinning the tie fighter. I had to go in and find the texture files as they dont read from the same folder the model was in. Im really surprised that no one has ever really skinned any of the base vehicles before. as for your error, looks like you tried to load the tie fighter up in single player. you should try to see if it will load in MP. also if you want I can upload my test pk3 file later if you want. Here are some photos if you need them of the tie from the last trailer: Thanks a lot for the photos! I wasn't really able to work a lot on the textures the past 2 days, but I don't now how to upload the photos/screenshots as spoiler's to show instead of tones of dropbox links anyway at first my model that I put on the background with Deathstar is not so much of "negative" and i can show you the textures as they are at the moment. I prefer testing on SP, but if it's better to test a vehicle in MP I will try @@Langerd About the metallic TIE Fighter I am not so sure, it's hard to say also I guess that it will need (when the textures are done) a shader file, that can make the TIE wings a bit of transparent (if that's every possible in JKA). Link to comment
JAWSFreelao Posted April 27, 2015 Share Posted April 27, 2015 Use a free trial of Imageshack. Lasts 30days. Link to comment
Zappa_0 Posted April 27, 2015 Share Posted April 27, 2015 I always use imgur to host my images. easy to upload and easy to post here. Anyways heres my last file I did to test what I did for the Ep7 Tie: https://www.dropbox.com/s/qh1qy354zp8vf5m/tie%20mod.pk3?dl=0 I moved all the textures to the models/players folder so it would be easier to edit. So use my file anyway you would like. I doubt I will continue working on it so it may be of some help to you. Link to comment
dark_apprentice Posted April 27, 2015 Author Share Posted April 27, 2015 I always use imgur to host my images. easy to upload and easy to post here. Anyways heres my last file I did to test what I did for the Ep7 Tie: https://www.dropbox.com/s/qh1qy354zp8vf5m/tie%20mod.pk3?dl=0 I moved all the textures to the models/players folder so it would be easier to edit. So use my file anyway you would like. I doubt I will continue working on it so it may be of some help to you.Thanks! Here are mine as they look ATM: DA's TIE Link to comment
dark_apprentice Posted April 27, 2015 Author Share Posted April 27, 2015 Ok guys, here is an update of the textures, I have used the model that @@Zappa_0 gave me to help me out fixing my old textures. So I have used both my old textures and parts from yours and came up with this in ModView (also works perfect in-game) Now i am wondering if it is possible for this TIE Fighter to create or use an exciting Shader file, which will tell the game to make the Solar array wings // wing brace to be transparent-ish Link to comment
Zappa_0 Posted April 27, 2015 Share Posted April 27, 2015 I will see if I can find the original shader for the tie fighter in game. dark_apprentice likes this Link to comment
dark_apprentice Posted April 27, 2015 Author Share Posted April 27, 2015 I will see if I can find the original shader for the tie fighter in game.I can send you the pk3 if you want to check it out for in-game test, I searched for the shaders but just found for X-wing and the others Link to comment
Zappa_0 Posted April 27, 2015 Share Posted April 27, 2015 models/map_objects/ships/tie_fighter_body{ { map models/map_objects/ships/tie_fighter_body rgbGen lightingDiffuse } { map models/map_objects/ships/tie_fighter_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/map_objects/ships/tie_fighter_glow blendFunc GL_ONE GL_ONE glow detail rgbGen identity }} models/map_objects/ships/tie_fighter_wing{ { map models/map_objects/ships/tie_fighter_wing rgbGen lightingDiffuse } { map models/map_objects/ships/tie_fighter_wing_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular }} found it in the models.shader file. and here is the updated shader file: https://www.dropbox.com/s/hz4pher0i60zxt3/tie_fighter.shader?dl=0 and sure dont mind testing it out for you! glad to be of any help if needed. Link to comment
dark_apprentice Posted April 28, 2015 Author Share Posted April 28, 2015 @@Zappa_0 here is my version of the TIE Fighter with no-shaders yet. There's a bit pain in the ass with this shader, but i think i can figure it out somehow. About the transparent wings, is it somewhat close to the effect you've made with the hologram models? Link to comment
dark_apprentice Posted April 28, 2015 Author Share Posted April 28, 2015 After playing around with the shader file of TIE Fighter: https://jkhub.org/images/D7snU5F.jpgEDIT: i have wrote "Transparent" the wrong way, SORRY! Link to comment
AshuraDX Posted April 28, 2015 Share Posted April 28, 2015 that is totally doable, post your shader and your texture hereit depends on the alpha channel of your texture and the shader set up dark_apprentice likes this Link to comment
dark_apprentice Posted April 28, 2015 Author Share Posted April 28, 2015 that is totally doable, post your shader and your texture hereit depends on the alpha channel of your texture and the shader set upHere are the textures as they are right now: TIE textures Shader: { { map models/players/tie_fighter/tie_fighter_glow blendFunc GL_ONE GL_ONE glow detail rgbGen identity } } models/players/tie_fighter/tie_fighter_wing { { map models/players/tie_fighter/tie_fighter_wing blendFunc add rgbGen lightingDiffuse depthWrite } { map models/players/tie_fighter/tie_fighter_wing_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } } Link to comment
Zappa_0 Posted April 28, 2015 Share Posted April 28, 2015 I kinda like how the tie looks like a ghost tie hehe. Im not really good with shaders. I pretty much took the shader for the hologram palpatine and applied the textures with that shader. Besides I dont think you can just apply the shaders to just the panels as the whole panel is one texture. dark_apprentice likes this Link to comment
AshuraDX Posted April 28, 2015 Share Posted April 28, 2015 You have to create an alpha channel for your wing texture.This alpha channel will tell the game which parts of the model should be transparent and which parts have to be opaque this is what the alpha channel should look like in your case :Black parts of your Alpha channel will let the texture appear transparent, while white parts will set things to opaque - grayscales in between black and white are more/less transparentI made the solar panel area a very light gray here, that way it will be slightly transparent ingame - if its accompanied by the right shader - to make the solar panels more or less transparent simply make the gray color darker or brighter here's a version of your texture fitted with that alpha channel I presented you : https://dl.dropboxusercontent.com/u/35503378/TieWing_alpha.tga now onto the shader, your current shader is currently wrong - it creates transparency based on the brightness of your RGB values - while ignoring the alphayou want something like this : models/players/tie_fighter/tie_fighter_wing { { map models/players/tie_fighter/tie_fighter_wing blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse depthWrite } { map models/players/tie_fighter/tie_fighter_wing_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } } dark_apprentice likes this Link to comment
dark_apprentice Posted April 28, 2015 Author Share Posted April 28, 2015 You have to create an alpha channel for your wing texture.This alpha channel will tell the game which parts of the model should be transparent and which parts have to be opaque this is what the alpha channel should look like in your case :Black parts of your Alpha channel will let the texture appear transparent, while white parts will set things to opaque - grayscales in between black and white are more/less transparentI made the solar panel area a very light gray here, that way it will be slightly transparent ingame - if its accompanied by the right shader - to make the solar panels more or less transparent simply make the gray color darker or brighter here's a version of your texture fitted with that alpha channel I presented you : https://dl.dropboxusercontent.com/u/35503378/TieWing_alpha.tga now onto the shader, your current shader is currently wrong - it creates transparency based on the brightness of your RGB values - while ignoring the alphayou want something like this : models/players/tie_fighter/tie_fighter_wing { { map models/players/tie_fighter/tie_fighter_wing blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse depthWrite } { map models/players/tie_fighter/tie_fighter_wing_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } } Ok, seems to work now, but I want to make the solar panels a bit transparent, and the rest to be darker on the wings. I got what you told me above, but how can i make this Alpha channel in Photoshop? Do i have to put the white image with the gray triangle (as the picture you posted) and then put it on change the blending to fit over the original texture and save it as .tga or? Sorry for my lame question and thank you for the helping guys!! Link to comment
dark_apprentice Posted April 28, 2015 Author Share Posted April 28, 2015 Here is how it looks at the moment, I have tried to make the triangle a bit darker gray and I hope, that I've managed to do the Alpha channel the correct way on the wing's texture.TIE Fighter (RC) Link to comment
Langerd Posted April 28, 2015 Share Posted April 28, 2015 Hmm it maybe a stupid question but why the cockpit shade the shadow on the floor but the wings dont ?Cool btw! dark_apprentice likes this Link to comment
Zappa_0 Posted April 28, 2015 Share Posted April 28, 2015 thats look awesome!! dark_apprentice likes this Link to comment
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