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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. @@Botdra if you're just gonna alter the texture paths for this , yes just pure black images blendFunc GL_ONE GL_ONE converts the birghtness of oyur texture to alpha so a completely black image will be 100% transparent
  2. @@Botdra deleting them wont do anything you'll have to edit them , I guess there are 2 possible ways to make the effect disapear : a. replace textures with pure black textures b.add thisl ine to each of those shader entries : alphaGen const 0.0
  3. also very nice :
  4. hm might be useful when checking for fileversion or something but otherwise I odnt think there'd be much use for it
  5. @@Botdra now that's some good stuff check these guys out
  6. ah , the moonbase doors my best friends I dont know how often they slaughtered me
  7. so you basically tried to place a bunch of trails up to shape a ring ?
  8. may I see your .efx file ? dependign on how it'S built I might have an idea
  9. finally got to test it : works great !
  10. will test the new max 10 plugin now and wil lupdate this post with my result
  11. Tested the new max 6 exporter - the animation gets exported correctly
  12. http://youtu.be/olwjPyeA76c you should seriously check these guys out , incase you like melodic death metal
  13. okay will paly around with this I want to achieve a glossy oil puddle decal for an efx file so I can scrap the lightmap I guess EDIT: I got this , and it doesn'T look like it's working in ShaderED2... gfx/newfx/puddle_decal { surfaceparm trans polygonOffset q3map_nolightmap { map gfx/newfx/puddle_mask alphaFunc GE128 depthWrite } { map gfx/newfx/puddle blendFunc GL_ONE GL_ZERO depthFunc equal rgbGen lightingDiffuse tcMod scroll -0.05 0 } { map gfx/newfx/puddle_env blendFunc GL_ONE GL_ONE depthFunc equal glow tcGen environment } }
  14. Hey there everybody , I basically have the following problem : I got to apply an environment map to parts of a texture I cant use overlays in this case so is there any way to maks an environment map ?
  15. I think he's declaring a variable named "tmp" but I'm no scripter so I cant tell for sure
  16. good job on getting your first hilt ingame !
  17. Made some tasty new Barrels for Szico :
  18. something jsut came to my mind.... do you think It'd be possible to port your skeleton to 3ds max via crosswalk ?
  19. I bet most fo you know http://youtu.be/1aXrLt9a6eE anyway I just found this awesome cover http://youtu.be/EHi8GGRfD_I
  20. finally..... I scrapped my skeleton and rebuilt it and now with my new skeleton I succesfully got a test aniamtion to dispaly correctly in modview , thanks to everyone who tried to help ! http://youtu.be/hkpGx8Hi6dw
  21. well that's fine mate but i'M exporting from max , which delviers a compeltely different exporter with a different interface
  22. ran into this issue today , any ideas whats causing it ? http://youtu.be/8WYcBmJK8MY most likely my settings as other animations exported fine.... but I havn't changed the settings @@Psyk0Sith any chances you could help me here ?
  23. and I answered : as I ocudlnt get the modtool to work for me I stopped worknig at this until Archangel finished his max 2010 plugin
  24. yep nope , used the enw exporter instead
  25. wow been a while
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