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Posts posted by AshuraDX
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is anybody feeling like texturing my flaming skull ? I'm to lazy to do so atm
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I just recently gave an example for what you wanted help with in this thread http://jkhub.org/topic/2575-making-env-mapsshiny-for-weapons/
Tempust85 likes this -
That's what it uses for the specular shadow effect. When you're in the dark part of a map and not in the light, it will use whatever spec.jpg you assign it.
wrong
the specular texture is the texture that blends in when a surface on the model is lit strong enough
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ofc there is
somebody'd just have to model a few armro parts , match them to the skeleton and voila , you get living armor
CaptainChar likes this -
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
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just for everyone , I'm at it , kinda I'll stuff it somewhere inbetween homework and workout not sure If I get to it today
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might look good , might not you'll have to try that but all texture must be power of 2 size
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@@CaptainCrazy nothing , really
just the file names and you mgiht want to play around with the alphaGen const value for your env map
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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 } }
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Not available in my country ;_;
get proxmate
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that saber would take me approx an hour to get done
might do it tomorrow will see about that though
Circa likes this -
http://www.youtube.com/watch?v=NN75im_us4k
holy shit....this is awesome
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I could do the flaming skulls pretty easily by altering this guy here :
http://www.youtube.com/watch?v=tzYYLhBbXfE
could even include the laugh as some sort of taunt or something
then make the noghri weapon invisible , place it i nhis mouthz and make it shoot fireballs , I think the noghri gun would work best for this as it leaves a DOT(Damage over time) effect on you
and with altered effects It could turn out decently
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I'm not sure, but I think his jaw might be a little too slim?
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
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we could also make all weapons use the same kind of ammunition
and NPC scaling was allways possible in SP
just look at the jawas or ughnaughts
the meshes are the same size as any other character model
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not feelung like worknig on my Starkiller stuff atm bud , sry
but the hilt is completely textured and I added color variations , I'd just have to get it ingame
@@ChalklYne just submitted it
ChalklYne likes this -
you can rescale character models via their NPC file so that's not going to be a problem
I can kinda see problems incomnig with replacing the forcepowers for secondary weapons
we cant bolt a model to the players hand which will be shown when using the specific force power without any sort of code mod
unless we place a model righ tin the .efx file at the origin of the "weapon" effect
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I'D suggest using the base JA lambda shuttle as reference , model around it and model some of the textured details
or if you're fine with a lower quality mesh just take the base JA shuttle and edit it a little
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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
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
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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 -
I remember that ...
I think it was never released , some guy whose name I cant remember showed this WIP on Gamefront Forums .
about 1 1/2 years ago
I'll try to find that thread for you
Edit : found it !
http://forums.filefront.com/sw-jk3-modding-mapping-editing/439663-satele-shan-skin.html
now good luck contacting that guy
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yep , interested
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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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Making env maps/shiny for weapons?
in Modding Assistance
Posted
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