Jump to content

Ruxith

Members
  • Posts

    259
  • Joined

  • Last visited

Everything posted by Ruxith

  1. Just so you understand it all properly, the shader you used, is just the chewbacca shader with the line to enable RGB added on the end. The basically allows transparency in the texture, allows RGB to work for the WHOLE IMAGE, and makes it double-sided because the fur is made with planes? Or flat model pieces which overlap to mimic the idea of fur, with the transparent textures. The shader I concluded with in the topic I linked was to create something based off similar ideas (flat model/double sided, rgb, transparency), however I wanted to isolate a section of the texture to RGB it, not to RGB the whole area of the texture. I should've said that simply adding the line for RGB after the chewbacca shader would've worked but I wasn't sure what you were going for, so I linked my workings and tried to explain it xD Glad you got what you wanted in the end though!
  2. Basically, in a team game you either need model_blue.skin/model_red.skin files, or your skin needs to have RGB and be inside a folder starting with "jedi_<name>" if you want team colours to work; the "jedi_<name>" solution is only for RGB skins, and the team skin files are for non-RGB skins. You don't necessarily need head/torso/lower .skin files/species support or for it to be inside "jedi_<name>" for working RGB in team modes. Actually, if your skin just has rgb and you don't have species support then the RGB will automatically change, it doesn't need to be in "jedi_<name>" folder if I remember correctly, it only does if you have species support. I was testing this myself not long ago. Your texture needs to work from 2 separate images if you are using transparency. The solution I found is located here. If you have any problems let me know.
  3. Here you go. Note that they aren't rigged perfectly because of the body shape in comparison to the jka skeleton. There's a few lego models in there though, like Darth Vader, Boba Fett, Stormtrooper etc. I forget who rigged/weighted them into jka, so until someone else knows I have no idea who to credit for them. Enjoy!
  4. The model already exists btw, a while ago there was a release over at MovieBattles with a pack of lego star wars models for jka. There was a video on youtube showing it off, and a download link but I don't have al ink to either. I have the file somewhere though.
  5. My only crit would be that it feels so low resolution and pixelated You should try for a v2 to re-create the stick man and lightning effect from scratch so it's of a better quality; it would really improve the design. Love the idea
  6. Really cool chat icon, could still be improved as far as nitpicking goes to match the original, but good job. You could consider a v2 with possibly updated textures if you want to try and make it more in keeping with the original design, and possibly try making the rectangle buttons flash every few seconds, or a pulsating glow on the bottom orange bar Thanks for the credits btw, I have no idea where I got the original shader data from, could have even been something from the base assets.. but I appreciate the credit to me and silink, as that chat icon we put together seems to have become the basis for the recent animated chat icons I love being given choice and alternate skins to pick from, so I appreciate the alternative versions!
  7. Droids don't have feelings to make those kind of decisions! xD
  8. Revan and Malgus have been done elsewhere, though I don't think you'll get anywhere posting to ask for someone to rig and weight a ported model into JKA; many have tried and failed with these kind of requests
  9. Yeah, it's just the sites/clans that were being hosted through JKHub that are going down, not JKHub itself. xD
  10. Everything instantly becomes awesome with a stormtrooper helmet on xD
  11. The model jeff frankensteined for you is missing his neck, that's why
  12. That command didn't work for me, I have openjk and ja++ installed if it helps. I swapped my directories to start with "jedi_" at the beginning of the model's folder, and applied it to the shader path directories and it fixed the issue, thanks Ensiform!
  13. Oh okay, that's interesting.. i'll try it and edit this post once i've tested it with my pk3 to see if it worked for me or not. Thanks
  14. The issue is that I have no idea why custom skins with RGB and customisation/species support refuse to auto-change the RGB values to being blue or red in team-based gametypes, yet base/original skins such as jedi_tf or jedi_hm change with no problems. Custom skins without customisation/species support change their values to match blue or red values fine, so i'm not quite sure what the solution would be. I can only assume that it is hard coded or something, as I have looked through enough shader files and model folders with no obvious solution for it to be something I could use to fix it. This isn't just an issue with skins I have created, it's happening with any custom skin with RGB support/customisation support that I have tested since noticing this issue.
  15. Apparently it still does it, I got some people to test it who don't have openjk/ja++ installed. Base RGB skins work fine, but custom ones stay white when you join red/blue teams.
  16. No one else have any other suggestions?
  17. It is yes, the RGB works fine changing the R/G/B values manually, it just doesn't auto-apply when entering a team-based gametype when the base skins that have RGB functioning do. I checked some other custom skins which have RGB and this issue is occurring also; it seems any custom skin with RGB but no species support it will work, but if your custom skin is RGB with species support it won't auto change, unless we have all been missing an additional shader file somewhere or something. I found inside the ui.shader a series of shaders for the preset RGB colour swatches in the species menu, but this isn't something related to the issue of it not forcing RGB colours in a team-based gametype so i'm still baffled. I always assumed it would "just work" if I followed the process of other skins in the past, but it's only recently i've noticed that it doesn't force the RGB colours with the skins i've put together.
  18. The RGB shader is the same as the shaders for base RGB textures inside players.shader, so I can only assume it's an extra file that i'm missing. I had already copied over a playerchoice.txt from an existing base rgb skin (jedi_zf) for the preset colour blocks in the species menu, and I also included a menus.str file with the name of the new skin's species section etc including the original menus.str data. So i don't know what i'm missing.
  19. I know I just assumed there would be something obvious I wasn't including. models/players/jeslyn/sintra/sintrabody { { map models/players/jeslyn/sintra/sintrabody blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuseEntity } { map models/players/jeslyn/sintra/sintrabody blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse } }
  20. Would anyone know what I am missing when I RGB a skin, for the RGB areas to not automatically change to red/blue when in a team gametype mode? I added the RGB shader, and it changes RGB when I enter the red/blue/green values manually or in the species menu area, but when i'm using the skin and in a team-game mode it doesn't change colour, and stays white. If anyone knows what i'm missing I would appreciate it!
  21. Ah I didn't know that, worth noting thanks. I presumed the alphaFunc was how chewbacca's shader looked, I don't know why I assumed that but I just checked and I was wrong I tried your suggestion but it didn't help, here's an image reel of the shader outcomes, i'm almost there with using the shader for the chewbacca (just a change in the blendFunc's in comparison to your shader suggestion) except it RGBs the whole visible area of the texture: The image used was the same one I posted above, when I add a layer transparency mask to the RGB area of the image, it simply reverts to the first result, where the RGB area is transparent. (sorry for spelling your name wrong I rushed the pic!) Edit: Fixed it, although your shader didn't fix it, it put me in the right direction, thanks man. For anyone else who wants to look into making a model part that has transparency and making it RGB'd, here's my shader file: Basically you need your transparent image as the main texture, then you map your RGB file (only your RGB area visible in the image) and that's where the "lower6b" will go in the shader file. No fancy pngs with layer transparency masks are needed.
  22. So I tried my normal process for making an image RGB'd, which involves creating a mask for the RGB area and exporting as a png, however this time around i'm trying it with an image which has an area which needs to be transparent to begin with, so ontop of my normal RGB shader I added "alphaFunc GE192" so that it would allow the texture to be transparent, but instead it just makes the rgb area transparent too. I've also tried mapping the texture without rgb and having the transparent shader line, with the rgb textures mapped afterwards and it just shows the RGB in effect but without the transparency. Adding the transparency to the RGB mapped lines doesn't work either. Here's my 2 shaders, if someone could let me know what I need to do to get RGB working on a transparent texture i'd be very greatful. Thanks Shader with transparent texture, and rgb texture mapped inside the shader: Shader with one texture, transparent and an rgb mask: I don't know enough about shader properties to know the solution.This is what the texture looks like, the greyish area needs to be RGB'd:
  23. As much as you'll hate me, I prefer these to your Revan.
  24. Ah yeah I opened it up in blender and noticed it had LOD's again, makes sense that they would be causing the issue, because I didn't have LODs initially when it was working fine anyway. It was either mil when he fixed a part of the model for me xD or when I added parts from another model again.. most likely myself. Should be fine now, thanks Vulc.
  25. Okay i'm not having an issue i've never seen happen before. Ignore my ugly graphics settings, the issue i'm having is that from a certain distance all of the model besides the "skirt" becomes invisible, but if I turn my mouse to the side or walk closer to the model it becomes visible again. Does anyone know why this would be happening? I doubt it's settings related as the other person had the same issue, so I can only assume it's related to the frankensteining.
×
×
  • Create New...