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re-texture-texture problem with .SKIN file


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Posted

Ok, I am pretty sure it has been discussed over here for like million times, but since the other topics doesn't help me I'm asking right here my question. Currently i was able to get some free time and decided to check out the Force Unleashed-2 Costumes of Darth Vader (specifically the one that he's damaged as from the final battle of TFU-1). So i started with Toshi's model of Darth Vader, noticed that there is already 2 versions of this "Damaged" Vader skin, made by @ & @@AngelModder but they both seemed incorrect for me personally. That's why I've started to re-create their versions in a new one based on the game. Now it's all ok with the model EXCEPT one f-ing problem with the "cape2.png". I tried each of Kylo's and Angel's version of the cape (after i have changed the main "model_default.skin" file) and everything else works perfect, but this stupid cape. When i want to load normal cape it's ok both for ModView and during game play, BUT whenever I want to put the damaged version of this cape (tried as .png and also as .tiff) it does not load the cape correctly. When i load it on ModView or inside the game, it simply brings up the black cape and the areas that are supposed to be missing/invisible/cut are white

Pictures here: Damaged Vader (Re-Skin)

Posted

The modview doesnt load the shaders. If it doesnt work in the game i think there is a problem with the shader file. Can you give it to us for check?

Posted

The modview doesnt load the shaders. If it doesnt work in the game i think there is a problem with the shader file. Can you give it to us for check?

models/players/tfu_vader/controlstfu2
{
    {
        map models/players/tfu_vader/controlstfu2
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/tfu_vader/controlstfu2
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}

models/players/tfu_vader/cape3
{
	cull	disable
    {
        map models/players/tfu_vader/cape3
        alphaFunc GE128
        depthWrite
        rgbGen lightingDiffuse
    }
}

models/players/tfu_vader/body3
{
    {
        map models/players/tfu_vader/body3
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/tfu_vader/body3
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}

models/players/tfu_vader/head4
{
    {
        map models/players/tfu_vader/head4
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/tfu_vader/head4
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}

models/players/tfu_vader/helmet
{
    {
        map models/players/tfu_vader/helmet
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/tfu_vader/helmet
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}

models/players/tfu_vader/mask3
{
    {
        map models/players/tfu_vader/mask3
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/tfu_vader/mask3
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}

models/players/tfu_vader/controls6
{
    {
        map models/players/tfu_vader/controls6
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/tfu_vader/controls_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}

models/players/tfu_vader/controls7
{
    {
        map models/players/tfu_vader/controls7
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/tfu_vader/controls_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}

models/players/tfu_vader/detail
{
    {
        map models/players/tfu_vader/detail
        rgbGen lightingDiffuse
        //alphaFunc GE128
    }
    {
        map models/players/tfu_vader/detail_spec
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen lightingSpecular
	detail
    }
}

models/players/tfu_vader/helmet
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/tfu_vader/helmet
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/tfu_vader/helmet_spec
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        tcGen environment
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
}

models/players/tfu_vader/mask
{	  
	q3map_nolightmap
	q3map_onlyvertexlighting
    {
        map models/players/tfu_vader/mask
        blendFunc GL_ONE GL_ZERO
        rgbGen lightingDiffuse
    }
    {
        map models/players/tfu_vader/mask_spec
        blendFunc GL_DST_COLOR GL_SRC_COLOR
        tcGen environment
        blendFunc GL_SRC_ALPHA GL_ONE
        detail
        alphaGen lightingSpecular
    }
}
Posted

I have found the problem, it was inside the shader file and at first I have put: blendFunc GL_ONE GL_ZERO

rgbGen lightingDiffuse - instead of: alphaFunc GE128, depthWrite, rgbGen lightingDiffuse and than I saw that my older test-shader (that i posted last night here), is correct so now it all works fine.

Now I'm wondering, is it possible using the cape's shader to create 
mechanical feeling for just the left arm and leg. I'll see now what's gonna happen.

Langerd likes this
Posted

I have found the problem, it was inside the shader file and at first I have put: blendFunc GL_ONE GL_ZERO

rgbGen lightingDiffuse - instead of: alphaFunc GE128, depthWrite, rgbGen lightingDiffuse and than I saw that my older test-shader (that i posted last night here), is correct so now it all works fine.

 

Now I'm wondering, is it possible using the cape's shader to create mechanical feeling for just the left arm and leg. I'll see now what's gonna happen.

Check always how the shaders works in the game ;) The modview doesnt catch most of them (or none of them O.o i dont remember)

 

Good it works :)

 

 

dark_apprentice likes this
Posted

@@Langerd yep, and each time a person makes backup files must be sure at the end to put the correct ones, and not like me :D

BTW here is and update of  Damaged Vader. I have made 2 versions of him, one is based on the original model from The Force Unleashed 1&2, and the other one is my personal favorite version of Sebastian's face from ROTJ. 

I am not really happy with the left leg :( but at the moment I am out of any ideas for the prosthetic leg. I know what I wanna do, but each time i try i can't bring it out as what's inside my head. Perhaps the model itself will need a little bit of "frankenstein-ing" with Blender (if someone's able to do it) and by this I mean to use prosthetic or droid leg from other character over Vader's model (not sure if it has to be made from scratch this leg), but I noticed that it's similar in someways with C3PO's knee, I don't mind it as how it looks like ATM, but it would be better if a real prosthetic leg is made or frankenstein-ed to Vader's model. Since the Body texture element that is for his shoes is just 1 part and even if I color it gray both of his shoes will be gray and that's not what I want at all.

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