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mrwonko

JKHub Staff
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  1. mrwonko's post in Script at the map Dosuun was marked as the answer   
    You don't need to decompile the map to change the entities, that's what Q3Map2's -onlyents is for.
  2. mrwonko's post in [Mapping] T2_DPRED Texture was marked as the answer   
    textures/common/env_glass_security, I think. A quick look at the .bsp in a hexeditor helps.
  3. mrwonko's post in Shader Help? (Shiny-HUD on a Skin- Glowing RGB) was marked as the answer   
    I hate just giving an example without explaining how or why it works, so instead of giving you shader code I'll explain the concept.
    Making a texture shiny is achieved by overlaying a second, transparent texture that then moves around (the reflections). To then prevent certain parts from being shiny, you could overlay another texture with transparent parts on it. The non-transparent parts would thus hide the shininess. The exact shader varies depending on whether you need a lightmap etc. You're thinking of an on-character HUD akin to Dead Space? Having procedural shaders is not unheard of: Jedi Knight Galaxies has weapons with Ammo Counters and Hydroball has the in-map scoreboards, but this requires code modifications which make it pretty tricky if you're not into coding. I would assume this requires coding as well, but I don't know for sure.
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