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Barricade24

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Everything posted by Barricade24

  1. What about this: "Jedi Knight IV: Kyle Katarn's Revenge"?
  2. Alright, Deviance now that I have a better understanding of shaders, I should be able to help with your 360 trooper. First, you need some sort of image that has a reflective tone to it, from what I can tell it is of a slight blue color. Look at the ref pics I posted for reference. If you need need an image, I recommend using the one DT used for the Stormtrooper gloss. Be sure to ask him if it is all right. Once you have that set you will need a code to set up which areas will be reflective and which areas will not. Fortunately, with the help of Ashura, I now have a code template that you can use for this. models/players/shadow_stormtrooper2/armor { q3map_nolightmap q3map_onlyvertexlighting { map models/players/shadow_stormtrooper2/armor rgbGen lightingDiffuse } { map models/players/shadow_stormtrooper2/gloss blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR detail alphaGen lightingSpecular tcGen environment } { map models/players/shadow_stormtrooper2/armor-noshine blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA detail rgbGen lightingDiffuse } } You will need a second image that has the areas selected that you don't want to be reflective. That is what the armor-noshine is for. The ref photos I provided should help you to see which areas are reflective and which are not. I haven't really gotten to the glow part just yet, but if you need more information on anything, let me know. Edit: I might also suggest you keep this in a second shader file. That, way nothing is damaged with your current shader settings.
  3. That is a very nice model, it looks liked it turned out extremely well. Will there bay a unrobed version as well?
  4. Sure, I based it off of DT'S gloss image since, I wasn't sure exactly how to make a gloss or shine like effect.
  5. I tried adjusting the moving the spec code to the bottom, but no luck. However, I have determined the cause of the lighting problem, I tried adjusting the gloss image to make it look brighter, but it some how made the shine darker. So whatever the problem is, it is connected to the gloss image. I am not sure exactly what it is, but it is without a doubt related to the gloss image.
  6. Okay, I have now been able to keep the dark blue armor, from having the gloss shader, and the silver parts to keep it. It turns out my mistake was that I did the opposite of what Ashura suggested. I had created an image that targeted the silver parts not the other colors. But now I have another problem. I went to test out the shader and I am not liking how it acts in certain lighting. My problems is that the silver seems to turn black when it is in a certain light. I want the silver to act more like the one in the images in the post above. Any suggestions on how to fix this? Here is my current shader code if that will help. models/players/shadow_stormtrooper2/armor { q3map_nolightmap q3map_onlyvertexlighting { map models/players/shadow_stormtrooper2/armor rgbGen lightingDiffuse } { map models/players/shadow_stormtrooper2/armor-spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/players/shadow_stormtrooper2/gloss blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR detail alphaGen lightingSpecular tcGen environment } { map models/players/shadow_stormtrooper2/armor-noshine blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA detail rgbGen lightingDiffuse } } models/players/shadow_stormtrooper2/bodysuit { { // alphaFunc GE128 map models/players/shadow_stormtrooper2/bodysuit rgbGen lightingDiffuse } { map models/players/shadow_stormtrooper2/bodysuit_s blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } } models/players/shadow_stormtrooper2/lens { { map models/players/shadow_stormtrooper2/lens blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/players/shadow_stormtrooper2/lens_s blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } }
  7. Just curious, where's that Hutt model from?
  8. One particular thing I wouldn't mind helping out with this mod, is like an optional sound package, that contains a majority of the sounds from DF2. For some reason, when it's mod based off of a another game, I always like to have the sounds of that game to go alone with it.
  9. Sweet, I just downloaded it. Are there any instaliton instructions? I didn't see any in the readme.
  10. I agree, there doesn't seem to be much point in adding a level that wasn't in the game. One idea I had though, is that maybe you could add a secret area on Barons Hed, or Back Home to Sulon where a swoop could be found and driven around.
  11. Update time. I did a little start on the blue Incinerator, it is in the very early stages of development but it is looking good so far.
  12. I now have an update to the Incinerator Trooper, as far as I can tell he is done. I have also completed the red team skin for him. It is a simple pauldron color change and the picture I took really didn't come out that well, so anyway, here are some pics of the Incinerator in his natural environment:
  13. All right, update time! I have taken Ashura's advice and stuck with opacity ratings between 90% and 100% The result so far has been quite pleasing. I believe I have taken care of all the upper torso items. I may come back and make a thiner chest symbol but we'll see how it goes. Anyway, I have also added the pauldron for the Incinerator Trooper. Increasing the contrast and brightness of the spec image (a black pauldron texture) I was able to make a white pauldron and turn it into an accurate pauldron texture and color. One thing I noticed is that the TFU model has different arm models so I had to "adapt" what I saw on that model with DT's one. I think it works quite well. It is a little complex to explain what exactly I did but, if you look at reference shots of the Incinerator, you'll likely see what I mean. Now, without further delay, here is an image of the current look:
  14. I have now begun progress on the Incinerator Trooper so far, all I really have is his helmet to show off but I think it is an excellent start nonetheless. Let me know what you guys think.
  15. Okay I've tinkered around some more and I now have an image that has transparency and I have added the new shader tag in, but I am still getting the same results Here is a look at my shader code. How do I get this image to get connected with the gloss shader and not the main image. Is the spec image involved with this? map models/players/shadow_stormtrooper2/armor-shine blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA detail alphaGen lightingSpecular tcGen environment
  16. Okay, so it looks like I'm going to need to go PNG style with this image. Thanks I'll tinker around with that hopefully later today.
  17. I believe I have an image set up, but I don't seem to have the shaders correctly set up. How exactly do I go about coding this in? The image I am using is called "armor-shine", this is the one that replaces all the areas I don't want to have the silver metallic in black. I also have a spec image that is in use. Anyway here is a view of my current shader settings: models/players/shadow_stormtrooper2/armor { q3map_nolightmap q3map_onlyvertexlighting { map models/players/shadow_stormtrooper2/armor rgbGen lightingDiffuse } { map models/players/shadow_stormtrooper2/armor-spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/players/shadow_stormtrooper2/gloss blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR detail alphaGen lightingSpecular tcGen environment } } Any help that anyone can provide will be must appreciated. I should also ask: do I need to add any transparency to the image or in the shader code? Because I haven't done that yet.
  18. Noooo!!! They were so beautiful!!! I would have loved to have seen these released
  19. I have been playing around with shaders and I think I may have a suitable test subject for the shine. I was wondering, is there anyway to target only certain parts of the model with the shiny shader? I only need the areas that are silver to have the shine, so I have a feeling I might not to do some transparency work in order to get certain parts to be free from the silver shine. Anyway, let me know what you guys think so far.
  20. I know, I haven't forgotten about Gregor but my focus is really on the TFU Troopers at this moment. I still intend to release him but he has hit the back burner right now, but I will get back to him eventually.
  21. I might be interested in trying out for some of the characters, if you could send me the script that would be great.
  22. I think they were going a concept route with their character designs. The troopers are based slightly off of the Concept Stormtrooper, which would explain the different looking helmet. I am personally quite interested in seeing Rebels. With regards to the narrator, I would imagine that he is just for Disney XD and not Rebels itself. I honestly expect Tom Kane to return as the narrator.
  23. And some Rodians. Or you can just give the Weequay an E-11.
  24. Hopefully you can still make one when you have more time.
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