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AshuraDX

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Posts posted by AshuraDX

  1. well I have been tweaking this to resemble starkiller more as I didn't see him in the textured head mesh anymore

    but I sort of lost interest in finishing this model for the moment

     

    IzzBsHf.png

     

    I dont know what bothers me though , I'd guess the eyes but I'm not sure

     

    the texture is all handpainted , except a radial lbur filter for the iris and alittle blur here and there

    Boothand likes this
  2. hm good question , the first thing I'd do is bring this stage

    {
    
    map models/players/shadow_stormtrooper2/armor-spec
    
    blendFunc GL_SRC_ALPHA GL_ONE
    
    detail
    
    alphaGen lightingSpecular
    
    }
    

    below all others

    then  probably you could recreate the old shader and test both shader variants in the same spots , and see if the old one behaved similiar

    or you could brighten up the gloss image a little

  3. shiiiit.... how many effects are you running at the same time ?

     

    well I can only tell you to reduce the amount of efx used in your mod 

    you should know : a ton of effects =/= spectacular mod , if these effects are very flashy , bright and colorful it will also burn the players eyes out

    also - please work on your english

    it's often kinda hard to get what you are saying , you dont have to in any way but I doubt I'm the only one who thinks so

     

     

    You're probably using way too many tris/polygons.
    The effect gets repeated for each glow chunk of the saber I believe. Try it out with 1 particle, 200ms life and a simple white shader. Note how many times the effect gets repeated.

     

    nope , the effect get's only displayed once for each tag_blade in your weapon model

    Circa likes this
  4. my saberbuilder worked like this :

    I made a single w_saber.glm file including all of the parts

    these parts are named :

    Emitter1-3;Body1-3;Button1-4;Handle1-3;Pommel1-3
     

    the Saberbuilder I made actually just generated .skin files that *offed all parts that were not chosen and

    gave the pieces the chosen textures

     

    here are some examples :

     

     

    Emitter1,models/weapons2/saberbuilder/off.tga
    Emitter2,models/weapons2/saberbuilder/Emitter4.tga
    Emitter3,models/weapons2/saberbuilder/off.tga
    Body1,models/weapons2/saberbuilder/off.tga
    Body2,models/weapons2/saberbuilder/Body4.tga
    Body3,models/weapons2/saberbuilder/off.tga
    Button1,models/weapons2/saberbuilder/off.tga
    Button2,models/weapons2/saberbuilder/Buttons1.tga
    Button3,models/weapons2/saberbuilder/off.tga
    Button4,models/weapons2/saberbuilder/off.tga
    Handle1,models/weapons2/saberbuilder/off.tga
    Handle2,models/weapons2/saberbuilder/Handle4.tga
    Handle3,models/weapons2/saberbuilder/off.tga
    Pommel1,models/weapons2/saberbuilder/off.tga
    Pommel2,models/weapons2/saberbuilder/Pommel4.tga
    Pommel3,models/weapons2/saberbuilder/off.tga
    
    Emitter1,models/weapons2/saberbuilder/Emitter2.tga
    Emitter2,models/weapons2/saberbuilder/off.tga
    Emitter3,models/weapons2/saberbuilder/off.tga
    Body1,models/weapons2/saberbuilder/Body2.tga
    Body2,models/weapons2/saberbuilder/off.tga
    Body3,models/weapons2/saberbuilder/off.tga
    Button1,models/weapons2/saberbuilder/Buttons4.tga
    Button2,models/weapons2/saberbuilder/off.tga
    Button3,models/weapons2/saberbuilder/off.tga
    Button4,models/weapons2/saberbuilder/off.tga
    Handle1,models/weapons2/saberbuilder/Handle2.tga
    Handle2,models/weapons2/saberbuilder/off.tga
    Handle3,models/weapons2/saberbuilder/off.tga
    Pommel1,models/weapons2/saberbuilder/Pommel2.tga
    Pommel2,models/weapons2/saberbuilder/off.tga
    Pommel3,models/weapons2/saberbuilder/off.tga
    

     

     

    the program also generated a .sab file which directed the game to display the specified name and directed to the .skin file connected to that name

    for example , assumnig your saber was named Test the Saberbuilder would write this in a .sab file:

    //Generated by SaberBuilder 0.5 C:AshuraDx
    Test
    {
    name "Test"
    saberType SABER_SINGLE
    saberModel "models/weapons2/Saberbuilder/Saberbuilder.glm"
    customSkin Test
    saberLength 40
    saberColor random
    }
    

    in the end my tool ran a command line command which simply zipped up all the required files for your personal hilt (the .skin and .sab file) and in the end renamed the file from .zip to .pk3

     

    that's the whole "magic" behind my old Saberbuilder so no @@ChalklYne you dont need to save a few hundred models

     

    I bet this could and most likely would be done differently for an ingame editor

     

    an Ingame editor should work like the character customization :

     

    this will require the creator of a new "saber parts pack" that's going to be added to the saber customization menu to

    create small .skin files for each of their emitters , handles , pommels and buttons (or whatever pieces you want to be interchangeable)

     

    If I knew anything about coding in C or C++ I could probably pull that off as I bet you can just copy&paste the Player customization code , and then make some alterations

    but as my Programming skills are limited and I allready tend to produce a huge mess in simple programming languages like java I'll leave that to the more experienced coders on this site

    Stoiss, Bek and ChalklYne like this
  5. Maybe someone then should just try to break the model at the UV seams before export in an attempt to preserve the normals, in the game the 'hard' edges are noticeable when light hits them.

    tried that , have to wait for this converter to be finished or find my old max 2010 installer

  6. @@Rage , for your candle Light shader you could try 3 things :

     

    a. use yiour candle shader as spriteimage for a sprite drawing shader , then apply that sprite shader to a little plane that's horizontal above the candle

    the sprite should then get drawn upright on top of the plane and should allways turn to face the player

     

    b.simply use FX runners  for your candle flames

     

    c. (for cheap) just use 2 planes with your candlelight shader and turn the copy around 90°

  7. Use the AT-ST lreferences I posted andm odle the legs after them , then modle a basic ST head (just a box)

    and model your CT head using that box for scale reference

     

    I can remember drawing side and front sketches for the CT "head" myself , I'll see if I can find them but I highly doubt it

  8. //hiddenblade
    models/weapons2/hiddenblade/w_blade
    {
        q3map_nolightmap
        cull    twosided
        {
            map models/weapons2/hiddenblade/w_blade
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/weapons2/shortsword/env_chrome
            blendFunc GL_DST_COLOR GL_SRC_COLOR
            detail
            alphaGen const 0.1
            tcGen environment
        }
        {
            map models/weapons2/hiddenblade/w_leather
            blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
            rgbGen lightingDiffuse
        }
        {
            map  models/weapons2/hiddenblade/w_blade_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            detail
            alphaGen lightingSpecular
        }
    }

    here are the used textures

    w_blade :

    pfaJfCx.png

     

    w_leather :

    CeBxNXX.png

     

    so you have to prepare yourt extures like this ,

    my w_leather is used to cover up areas that are not supposed to shine therefore I alphamapped all areas that should shine out 

    after preparing a copy oif your texture like this you just have to add this between your specular and ENV stage

        {
            map models/players/shadow_stormtrooper2/armor_nogloss
            blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
            //detail - remove the slashes and this text in order to make this stage detail
            rgbGen lightingDiffuse
        }
    
  9. proportions are f*cked
     
    check this out :
    Star-Wars-All-Terrain-Scout-Transport-Blat-st2.GIF
    and you should check this out aswell , these will help you with the general shape , proportions and detail of a generic AT-ST
    I Used these ref pics back when I made my AT-Walker models and jsut altered the pilotbooth and weapons for the KT and CT variants
     
    here are further pics of my old AT-CT for you


    ctfront.pngctback.pngand3front.png
    it's a shame that I lost these models , they could have used some optimization and a retexture but they'd have been a solid base for you

     

    Barricade24 likes this
  10. I'd use overlays to cover the parts that are not supposed to shine

     

    simply create an alpha channel on a copy of your texture that's transparent in places the model is supposed to shine

    and put that as an alphamapped diffuse stage above the shine stage in your shader

     

    if you need an example for this check out my assassins Creed weapons pack

    I used this for the hidden blade I think

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