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AshuraDX

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Posts posted by AshuraDX

  1. and how about masking off env stages? 

    you can use either Overlays or another method Szico has shown me  , which I havn't really used yet

    I'll dig up the shader for ya , this was supposed for a puddle one of the barrels I made for szico should leave in the map but somehow the decal effect didnt show up , while the shader itself worked fine when applied to a patchmesh in GTK

     

    gfx/moonbase_labs/puddle_decal
    {
     qer_editorimage gfx/moonbase_labs/puddle
     surfaceparm trans
     polygonOffset
     q3map_nolightmap
        {
            map gfx/moonbase_labs/puddle
            alphaFunc GE128
            depthWrite
        }
        {
            map gfx/moonbase_labs/puddle_env
            blendFunc GL_SRC_ALPHA GL_ONE
            depthFunc equal
            glow
            tcGen environment
        }
    }
    
  2. here's the cheap way for getting voiceclips from games :

     

    1. get fraps or any other game recording software (I can recommend Xfire as it's free)

    2. start whatever you chose to use and the game you want to get voice clips from

    3.in the game's settings disable music and soundeffects, so only the voice is left

    4. play the game and record the cutscenes or whatever you want to get sounds from using your recorder

    5. once you're done , stop recording , exit the game and covnert your video to a mp3 file , just look for a video to mp3 converter

    6. now you'll have to cut your hgue mp3 file down to smaller pieces containing only the lines you want and save all of them as mp3 again , I'd recommend using audacity

    7. done ,I believe you can figure the rest out yourself

  3. it's all in the shader files , I'll document one or two of my files for you

     

    Edit : there you go , If you need further help let me know ;)

    models/weapons2/illrian2/w_saber <- target texture path , it doesnt have to exist as an image but your model has to load this texture for the shader to have an effect
    {
        q3map_nolightmap
        {
            map models/weapons2/illrian2/w_saber  <- texture path for the first stage 
            blendFunc GL_ONE GL_ZERO              <-default blendfunc , no Transparency 
            rgbGen lightingDiffuse                <- makes this stage the diffuse stage of you shader , in 3ds max this would be your diffuse/color map
        }
        {
            map textures/common/env               <- texture path for the second stage 
            blendFunc GL_DST_COLOR GL_SRC_COLOR   <- blendfunc that works similiar to the "Overlay" blendmode in photoshop 
            detail                                <- prevents this stage from being rendered from far distance
            alphaGen const 0.5                    <- I think you can guess what this does , if you dont this sets the stages opacity to 50% (I use this to tweak the intensity of the shine)
            tcGen environment                     <- This makes the stage an Environment map , which is exactly what you asked for
        }
        {
            map models/weapons2/illrian2/w_noshine
            blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA <- Soft-Edged alpha default blendfunc , this stage overlays parts of my now glossy Texture to cover the gloss effect in some places
            rgbGen lightingDiffuse
        }
        {
            map  models/weapons2/illrian2/w_spec
            blendFunc GL_SRC_ALPHA GL_ONE        <- I cant tell you more about this than that this blendfunc is usually used for Specularity stages , I havnt experimented with changing this 
            detail
            alphaGen lightingSpecular            <- only draws this stage when the surface is lit bright enough , (makes it a specular map)
        }
    }
    

    I got one more for ya

    models/weapons2/w_starkiller/red
    {
    	q3map_nolightmap
    	cull	disable
        {
            map models/weapons2/w_starkiller/diffuse
            alphaFunc GE128                             <- Hard edged alpha , above 50% opacity will be opague and everything below will be fully transparent
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/weapons2/w_starkiller/cr
            blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
            rgbGen lightingDiffuse
        }
        {
            map models/weapons2/w_starkiller/specular
            blendFunc GL_SRC_ALPHA GL_ONE
            detail
            alphaGen lightingSpecular
        }
        {
            map models/weapons2/w_starkiller/ir 
            blendFunc GL_ONE GL_ONE               <-this blendfunc gives you alpha depending on the brightness of your texture map , white = 100% visible , black = 0% visible
            detail
            glow                                  <-this enables dynamic glow
        }
    }
    
  4. I'm not sure, but I think his jaw might be a little too slim?

     

    smiling%20kyle.jpg

    this and I think the skin texture is too perfect/too smooth atm probably slightly wider cheekbones

    I dunno you can tell it's Kyle though

     

    May we see a side pic and maybe a 45° shot ?

    the face might aswell be too round ,  mainly the jaw line

  5. less blue in that texture map please , I can take you some screenshots of the tie facillity exterior if you want

    EDIT : after checking the scene in TFU

    6o1xG22l.jpg

     

    I'd say , make the blue spots in your exterior texture the same color as the rest and put some blue lights around te hangar forcefield to give it that slightly blue tint

  6. okay.... just 2 days ago I converted a part of my map to .obj and started to optimize it , with the goal of covnerting it to ASE , importing that to gtk , clip brush hull it  and use the optimised minecraft map in JA

     

    it'll take me ages to finish this.... If I ever do

     

    also , a block is NOT half the player in minecraft

    "steve" measures 1.75 blocks

    therfiles likes this
  7. you could even go further and just swap the weapon settings via ext_data/weapons.dat

    but I think the only difference between both guns are the effects as If I remember correctly they function the same way and also share the same alt-fire

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