Iofiel Posted January 1, 2016 Posted January 1, 2016 Howdy-hoody! Sorry if this has been answered before or something similar has come up, but I can't for the life of me find anything addressing this. Anyways, to get to the point, I've been trying to wrap my head around making a shader work on a hair-texture (in .png format) to make the cut-off pieces transparent and not an untextured... texture (REDUNDANCY!!!). I've tried multiple different scripts, borrowing a few from shaders with similar use of transparency, and yet still the non textured whiteness persists! The hair pieces I've been using are 5 separate pieces on the model itself (Yeah, this is all for a custom model, should've mentioned that) and I separated the hair-textures into 5 different pieces while keeping them in .png format. Any help would be appreciated! I'll post images of the problem itself, thank you all!
Lancelot Posted January 1, 2016 Posted January 1, 2016 First of all, welcome to JKhub @@Iofiel (and Happy New Year)! Okay, I'm not a great texturing expert, but have you tried to use .tga images instead of .png? Langerd likes this
redsaurus Posted January 1, 2016 Posted January 1, 2016 What shader are you using? Can you put the png files you're using up somewhere?
Iofiel Posted January 1, 2016 Author Posted January 1, 2016 Well, I just tried changing the textures to .tga, yet the problem still persists. Curse you, Jedi Academy! CURSE YOU! Thank you for the reply, by the way!Also, here's the .png of the hair-texture. I don't know if imgur changed it at all or not, but it still looks to have the removed locations still there- hopefully that sticks! Sorry, forgot to add this. I've also tried: models/players/Iofiel/Hair_Ex{ cull disable { map models/players/Iofiel/Hair_Ex rgbGen lightingDiffuse alphaFunc GE128 }} models/players/Iofiel/Hair_Ex2{ cull disable { map models/players/Iofiel/Hair_Ex2 rgbGen lightingDiffuse alphaFunc GE128 }} models/players/Iofiel/Hair_Ex3{ cull disable { map models/players/Iofiel/Hair_Ex3 rgbGen lightingDiffuse alphaFunc GE128 }} models/players/Iofiel/Hair_Ex4{ cull disable { map models/players/Iofiel/Hair_Ex4 rgbGen lightingDiffuse alphaFunc GE128 }} models/players/Iofiel/Hair_Ex5{ cull disable { map models/players/Iofiel/Hair_Ex5 rgbGen lightingDiffuse alphaFunc GE128 }}---and---models/players/Iofiel/Hair_Ex{ cull disable { map models/players/Iofiel/Hair_Ex alphaFunc GE192 depthWrite rgbGen lightingDiffuse }} models/players/Iofiel/Hair_Ex2{ cull disable { map models/players/Iofiel/Hair_Ex2 alphaFunc GE192 depthWrite rgbGen lightingDiffuse }} models/players/Iofiel/Hair_Ex3{ cull disable { map models/players/Iofiel/Hair_Ex3 alphaFunc GE192 depthWrite rgbGen lightingDiffuse }} models/players/Iofiel/Hair_Ex4{ cull disable { map models/players/Iofiel/Hair_Ex4 alphaFunc GE192 depthWrite rgbGen lightingDiffuse }} models/players/Iofiel/Hair_Ex5{ cull disable { map models/players/Iofiel/Hair_Ex5 alphaFunc GE192 depthWrite rgbGen lightingDiffuse }}
Ramikad Posted January 1, 2016 Posted January 1, 2016 Try adding blendFunc GL_ONE GL_ZERO and/or depthWrite to the mix. Can't tell which one does what, but it might work with alpha textures.
Iofiel Posted January 1, 2016 Author Posted January 1, 2016 Tried both "blendFunc GL_ONE GL_ZERO" and "depthWrite" and still the problem stays there. Thank you for the response!
Jeff Posted January 1, 2016 Posted January 1, 2016 This is what I use for hair models/players/.....{cull disable { map models/players/..... alphaFunc GE128 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen lightingDiffuse }} It should work
Iofiel Posted January 1, 2016 Author Posted January 1, 2016 Well, I just tested that shader, and the problem is still there. I for the life of me can't figure out what's wrong with it- thank you for the response though! Also, HAPPY NEW YEARS!
Ruxith Posted January 1, 2016 Posted January 1, 2016 It shouldn't do, maybe you have another shader file or something conflicting with it. Fancy uploading the files for someone to take a look?
Omicron Posted January 1, 2016 Posted January 1, 2016 Does this happen to all your hair textures? Some have got a dpethWrite while others don't and I'm curious if those work or not.
Jeff Posted January 2, 2016 Posted January 2, 2016 Well, I just tested that shader, and the problem is still there. I for the life of me can't figure out what's wrong with it- thank you for the response though! Also, HAPPY NEW YEARS! Then it has to be your png. image do you have transparency on.
Langerd Posted January 2, 2016 Posted January 2, 2016 Howdy-hoody! Sorry if this has been answered before or something similar has come up, but I can't for the life of me find anything addressing this. Anyways, to get to the point, I've been trying to wrap my head around making a shader work on a hair-texture (in .png format) to make the cut-off pieces transparent and not an untextured... texture (REDUNDANCY!!!). I've tried multiple different scripts, borrowing a few from shaders with similar use of transparency, and yet still the non textured whiteness persists! The hair pieces I've been using are 5 separate pieces on the model itself (Yeah, this is all for a custom model, should've mentioned that) and I separated the hair-textures into 5 different pieces while keeping them in .png format. Any help would be appreciated! I'll post images of the problem itself, thank you all! <script pagespeed_no_defer="">//=d.offsetWidth&&0>=d.offsetHeight)a=!1;else{c=d.getBoundingClientRect();var f=document.body;a=c.top+("pageYOffset"in window?window.pageYOffset:(document.documentElement||f.parentNode||f).scrollTop);c=c.left+("pageXOffset"in window?window.pageXOffset:(document.documentElement||f.parentNode||f).scrollLeft);f=a.toString()+","+c;b.b.hasOwnProperty(f)?a=!1:(b.b[f]=!0,a=a<=b.e.height&&c<=b.e.width)}a&&(b.a.push(e),b.d[e]=!0)};p.prototype.checkImageForCriticality=function(b){b.getBoundingClientRect&&q(this,b)};h("pagespeed.CriticalImages.checkImageForCriticality",function(b){n.checkImageForCriticality(b)});h("pagespeed.CriticalImages.checkCriticalImages",function(){r(n)});var r=function(b){b.b={};for(var d=["IMG","INPUT"],a=[],c=0;c=a.length+e.length&&(a+=e)}b.g&&(e="&rd="+encodeURIComponent(JSON.stringify(s())),131072>=a.length+e.length&&(a+=e),d=!0);t=a;if(d){c=b.f;b=b.h;var f;if(window.XMLHttpRequest)f=new XMLHttpRequest;else if(window.ActiveXObject)try{f=new ActiveXObject("Msxml2.XMLHTTP")}catch(k){try{f=new ActiveXObject("Microsoft.XMLHTTP")}catch(u){}}f&&(f.open("POST",c+(-1==c.indexOf("?")?"?":"&")+"url="+encodeURIComponent(b)),f.setRequestHeader("Content-Type","application/x-www-form-urlencoded"),f.send(a))}}},s=function(){var b={},d=document.getElementsByTagName("IMG");if(0==d.length)return{};var a=d[0];if(!("naturalWidth"in a&&"naturalHeight"in a))return{};for(var c=0;a=d[c];++c){var e=a.getAttribute("pagespeed_url_hash");e&&(!(e in b)&&0=b[e].k&&a.height>=b[e].j)&&(b[e]={rw:a.width,rh:a.height,ow:a.naturalWidth,oh:a.naturalHeight})}return b},t="";h("pagespeed.CriticalImages.getBeaconData",function(){return t});h("pagespeed.CriticalImages.Run",function(b,d,a,c,e,f){var k=new p(b,d,a,e,f);n=k;c&&m(function(){window.setTimeout(function(){r(k)},0)})});})();pagespeed.CriticalImages.Run('/mod_pagespeed_beacon','http://jkhub.org/index.php?s=0a26b51b5c3bc0371f83fb8cc32984a5&app=forums&module=ajax§ion=topics&do=quote&t=6737&p=98109&md5check=ecba2a4d3033837a868480b442547b35&isRte=1,fjWlWhWKDj,true,false,CGt2VV3uMbk'); //]]></script>&&0 As always I suggest to check how the shaders were made for default player models (check the shader of jedi_hf's model hair )
Iofiel Posted January 5, 2016 Author Posted January 5, 2016 Howdy again! Sorry I haven't put a response to anything for awhile! Was spending time with family and all that goodness. So, to start off, this is the first time a shader I've put in a model has messed up royally, but it's also the first time I've tried with a hair texture- usually I'm using the transparency on clothes and such which works almost 100% of the time. For the .png image, I posted the exact texture I'm using in a post up above, if you'd like to look at it I would be extremely thankful! I also did look at the shaders in the base JA assets and tried putting some codes in from there recently, but that white area still stays there, mocking me! Lastly, if anyone would like to check out the model themselves, I would be happy to send it your way! Just send a message to me and all that goodness. It's still something I'm working on, so the weighing in some areas might be a tad-bit wonky. Thank you all again for responding!
Jeff Posted January 5, 2016 Posted January 5, 2016 Howdy again! Sorry I haven't put a response to anything for awhile! Was spending time with family and all that goodness. So, to start off, this is the first time a shader I've put in a model has messed up royally, but it's also the first time I've tried with a hair texture- usually I'm using the transparency on clothes and such which works almost 100% of the time. For the .png image, I posted the exact texture I'm using in a post up above, if you'd like to look at it I would be extremely thankful! I also did look at the shaders in the base JA assets and tried putting some codes in from there recently, but that white area still stays there, mocking me! Lastly, if anyone would like to check out the model themselves, I would be happy to send it your way! Just send a message to me and all that goodness. It's still something I'm working on, so the weighing in some areas might be a tad-bit wonky. Thank you all again for responding! Send me your file and I'll get it working.
Langerd Posted January 5, 2016 Posted January 5, 2016 Hmm check if it works in sp. And i am not sure but your shader should be in the pk3 to work
Solution Iofiel Posted January 6, 2016 Author Solution Posted January 6, 2016 Well, Jeff pointed out to me what the problem was... I'm a tad-bit of a dunce and didn't notice that I'd put a " / " before "model" in the .skin folder. I'm extremely thankful to EVERYONE who posted here and helped out! Thank you!
Tempust85 Posted January 6, 2016 Posted January 6, 2016 I know I'm late to the thread, but here's the shader I use for Luke: models/players/dt_luke_ep7/hair_alpha { cull disable { map models/players/dt_luke_ep7/hair_alpha blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen lightingDiffuse } } I found that a few if not all the alphafunc's will give a blocky looking result. The above shader gives a smooth result. No idea if it makes a difference, but I use TGA and not PNG. RevanKnight and Langerd like this
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