-
Posts
9 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by radiuks
-
-
After a little bit of trial and error, using two of the same texture to do RGB and transparency worked!
Here's what my shader files ended up being for the fur textures:
models/players/chewbacca/tint_chewbacca_1sided { cull twosided { map models/players/chewbacca/tint_chewbacca_1sided blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA detail rgbGen lightingDiffuse } { map models/players/chewbacca/tint_chewbacca_1sidedb blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA rgbGen lightingDiffuseEntity } } models/players/chewbacca/tint_chewbacca_2sided { cull twosided { map models/players/chewbacca/tint_chewbacca_2sided blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA detail rgbGen lightingDiffuse } { map models/players/chewbacca/tint_chewbacca_2sidedb blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA rgbGen lightingDiffuseEntity } }
I actually had to reverse items on the blendFunc line, GL_SRC_ALPHA and GL_ONE_MINUS_SRC_ALPHA. Maybe that means I did the alpha channels backwards on the textures? In any case, that link gave me what I needed. Thanks Ruxith!
As for the team skins, I think I'm just going to let it use the default model/blue and model/red skins. But thanks for having those discussions with me, I think I learned a little bit from it!
-
I'm not really sure what you mean. If I use a species skin (default or custom) during a TFFA, I can choose my model's RGB colors from the options available and verify that the RGB values aren't 255 255 255 with /char_color_red, /char_color_green, /char_color_blue console commands. For example if I choose a blue color, then i get R=85, G=120, B=255, but in-game this is still displayed as red if I am on the red team. For the non-species models, it seems that it just uses the appropriate team skin, model/red or model/blue, if those skins are available. The RGB values appear to be unaffected. I'm curious about if a non-species model without team skins (like jawa) but with an RGB skin would allow you to change colors, or if it sets you to model/default...
-
No, you can't use RGB skins in team gametypes. If your model was chewbacca/default or chewbacca/rgb and you switch to TFFA/CTF/Siege, it will actually display chewbacca/red or chewbacca/blue depending on which team you're on. And you can't use a blue skin on the red team! This would primarily be for use in the FFA or duel game modes.
-
Hey Circa!
The bottom two shaders are for the tint_chewbacca_1sided.tga and tint_chewbacca_2sided.tga textures to be used in the RGB skin. So, they will not replace the original shaders. This way you'll have chewbacca/default, chewbacca/red and chewbacca/blue like normal, but you'll also have chewbacca/rgb as a player model to use. I believe that the textures are in order, though if someone wants to look at them I can provide the image files.
The problem seems to be in how I'm using the alpha shader. I want to use it to do both the cull twosided and RGB functionalities.
-
Hello,
I'm currently looking to expand on Loda's RGB Skins (http://jediknight3.filefront.com/file/RGB_Base_Skins;94323) and include RGB functionality for all of the default player models. I've run into a road block with Chewbacca though. An alpha shader is used on his fur to make part of the texture clear/invisible, resulting in the spikey hair all over his body. However, I want to be able to use the same alpha channel to allow for RGB. I've been having a lot of trouble combining these two features.
Below are the original shaders for Chewbacca. These are found in assets1.pk3 > shaders > players.shader
models/players/chewbacca/chewbacca_2sided { cull twosided { map models/players/chewbacca/chewbacca_2sided blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse } } models/players/chewbacca/chewbacca_1sided { cull twosided { map models/players/chewbacca/chewbacca_1sided blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse } }
Here's what I have for the RGB skin.
models/players/chewbacca/tint_chewbacca_1sided { { map models/players/chewbacca/tint_chewbacca_1sided rgbGen lightingDiffuseEntity } cull twosided { map models/players/chewbacca/tint_chewbacca_1sided blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA detail rgbGen lightingDiffuse } } models/players/chewbacca/tint_chewbacca_2sided { cull twosided { map models/players/chewbacca/tint_chewbacca_2sided rgbGen lightingDiffuseEntity } { map models/players/chewbacca/tint_chewbacca_2sided blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA detail rgbGen lightingDiffuse } }
Basically, I have two main questions:
1. Is what I'm trying to do even possible?
2. If it is possible, can you point out for me what is wrong with my shader file?
Thanks in advance!
How we might be playing Jedi Academy in the future (brain-computer interfacing)
in Jedi Knight General Discussions
Posted
So I stumbled upon this video series while looking up this developing technology called brain-computer interfaces. Really interesting stuff here, and they even briefly mention applying the technology to our favorite game JKA.
https://www.youtube.com/watch?v=Wlwvgm3AHvc&index=1&list=PLbbCsk7MUIGcO_lZMbyymWU2UezVHNaMq
Skip ahead about 8 minutes in if you just want to hear about potential applications of the technology.