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Everything posted by Ruxith
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@@Barricade24 it's been a while since i've played with shaders but if I remember right, it's similar to making only certain sections of a texture work for a glow shader; make every section you don't want to be effected by the shine black and save it as a second texture. Then you map the original in the beginning of the shader and wherever it is for the shine to be applied where it maps the texture again direct it to the path of the edited image with the black areas. Make sense? I can find an old shader file for you if you need an example.
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I like it. The shader should really bring it to life.
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Sorry I don't.. I think it was something like ScorpDK-Fem. I merged them together to save filesize for the wings and such..I think added some speculars or something too xD this is a modview shot of it:
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@@unoservix the scorpdeathknight pack also had a version of females in armor (Bastila, final fantasy girls and some other), using the same wing models that were used in the male version (I don't know which version you got so just wanted to point it out if it's of any interest to you). That rebel pack I don't recognise personally, though I very rarely downloaded simple reskins. I do have an alternative, which I got a few years ago.. If you want it drop me a PM.
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How do I keep a Model status off in modview (HELP)
Ruxith replied to Jlflash2's topic in Mod Requests & Suggestions
Yep, hide the selectyed body parts, then "file > write script" and save. Then each time you open the skin you're going to have to load the script. As far as i'm aware that's the only way you'd do it from modview's side. The alternative is to turn off the body parts in the .skin file so that they are hidden automatically. Don't know how? Open the model_name.skin file in notepad, find the body part you want to be hidden, and change the filepath after the comma to "*off". Then every time you load it up in modview/in-game, those body parts won't be shown. -
- 11 comments
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- JKHub Exclusive
- Non Star Wars Related
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http://jkhub.org/files/file/504-clone-wars-cartoon-player-models-pack/
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Released Zombie Boba Fett [Halloween Skin]
Ruxith replied to Botdra's topic in WIPs, Teasers & Releases
I remember seeing this ages ago, it's good to see you decided to release it I bet if it was mixed with Julio's overhaul pack it would look really good. -
If you're playing ja+ there's a text file called autoreplier in the japlus folder to edit the normal autojoin text that appears. Otherwise yeah, if it's to edit the UU info that appears then do what Kel'ariy said Have you tried looking at the ingame UU menu for anything?
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Read the second post.
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- 2 comments
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- New HUD or Console
- Icon Changes
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(and 1 more)
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I used the keldor's head from your pack a couple weeks ago to fix my own issue regarding a glowing rgb shader. I was always a fan of your skins, especially this pack, so I will look forward to the updates
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- 2 comments
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You'd probably want to take a look at the modelling tutorials here at JKHub, as you haven't made any mods which were modelled by yourself before: http://jkhub.org/tutorials/category/13-modelling/ I don't know where to begin with modelling in general but there's a lot of people here who do so i'm sure you'll get some help if you need it along the way. Note that this has been before by Darth_shiftee. If you havent seen them then take a look here.
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Apologies for the double post, but I have fixed my shader finally! It includes: 2 glow shaders, 2 RGB shaders, 1 spec shader. I looked back at the first RGB tutorial that I looked at when I begun trying to figure out how it was done, back on jk3files, again by Crazy Assassin (big credits go to this guy!). Thankyou Inyri and Milamber for the help you have given to me during this, and i'm gllad I have managed to finally figure it out with your help and the tutorials.
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I've finally got the glow to work as intended; should've looked at JKHub's tutorials to begin with! As you can see, the glow for the side shots gives a nice effect, from using the original texture (which was purple) without desaturating it. Also, the head doesn't glow completely, which was bugging me. All I need to figure out now is if it's possible to have 2 RGBs on one texture, as currently it doesn't seem to allow the second one to work, no biggie though as the RGB glow was the main thing that I wanted to figure out. The info was from these tutorials; Key and Crazy Assassin
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- 6 comments
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- Futuristic
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Looking back at your version, yeah that's what you did with the shader. I didn't notice it until now lol. This was just another skin I tested it on, however it still doesn't solve the issue of having 2 RGBs in one texture's shader; one for basic rgb, and another for rgb glow of different parts of the texture. It could either be an issue with the texture, or the blendfunc. Basically, with the additional rgb glow part of the shader, it needs something to make what isn't in the alpha to be transparent (how do I do this?), otherwise it sets the whole texture to rgb glow
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Well I've managed to get an RGB glow shader working, so i'm halfway there :L the first screenshot is of several screenshots ot show a variation of the colours, and the second is of one to show the overall visual of the glow working with RGB. I guess shaders don't like having RGB twice in the same texture, although it allows 2 different glow's :@
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Indeed. I have found out that LightingDiffuse sets the alpha's of the texture transparent, LightingDiffuseEntity sets the WHOLE texture space RGB compatible, and adding the two with the glow makes the head black but glow and no RGB xD I'm lost. Maybe the choice of blendfunc's for the 3 separate parts of the shader for the 2 RGB and the 1 to glow are wrong to make them work together, but I wouldnt know :L
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That's cool Mil, I just thought i'd try and get some help from others too, to see if there's a simple solution xD I've finally got it to glow, and the RGB areas to work, but the glow doesnt react to RGB yet. Here's the screenshot and code: For the glow to work and not make the head black, "rgbGen identity" seems to be a requirement, changing it to the same as on the usual RGB shaders to lightingDiffuse or lightingDiffuseEntity doesn't work.
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My glow now is pretty much the same brightness as the normal rgb, but the head is still black and I don't know why. When I add "blendFunc GL_SRC_ALPHA GL_ONE" to the glow texture's shader, with the line for rgb "rgbGen lightingDiffuseEntity" it makes the head transparent and the glow parts are invisible. This is my shader currently;