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Posts posted by Omicron
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So as the title says, I'm trying to make a texture have forced RGB, but whenever I do it, it makes it fullbright. I'm doing this for teamskins, as I want to use a specific shade of red and blue.
Here is how it should look:
https://www.dropbox.com/s/rruro6qgnwf3vff/shot2013-12-31_13-50-06.jpg
(That's me typing the colour codes in the console without the forced rgb line)
This is how it looks when I make the shader tell it to use that colour:
https://www.dropbox.com/s/2jtd30k5smy1nmq/shot2013-12-31_13-46-48.jpg
As you can see, the shader then makes it go into fullbright, which I don't want, I want it to look like how it does in the first image.
And here is my shader, with the normal RGB (not forced) and the forced blue rgb. I also added comment lines to show what is going on in it.
// Normal RGB - Default Skin models/players/omicron_tm/textures/head { { map models/players/omicron_tm/textures/heada1 //What I don't want to change colour rgbGen lightingDiffuse } { map models/players/omicron_tm/textures/headb1 //What I do want to change colour blendFunc GL_ONE GL_ONE rgbGen lightingDiffuseEntity } { map gfx/models/omicron_tm/head_spec //Spec blendFunc GL_SRC_ALPHA GL_ONE alphaGen lightingSpecular detail } } //Blue forced RGB - Blue Team skin models/players/omicron_tm/textures/head_blue //Worth noting that this texture doesn't actually exist, //but I made the .skin file point to it. { { map models/players/omicron_tm/textures/heada1 //What I don't want to change colour rgbGen lightingDiffuse } { map models/players/omicron_tm/textures/headb1 //What I do want to change colour blendFunc GL_ONE GL_ONE rgbGen lightingDiffuseEntity rgbGen const ( 0.000000 0.500000 1.000000 ) //The RGB values - 0, 128, 255 } { map gfx/models/omicron_tm/head_spec //Spec blendFunc GL_SRC_ALPHA GL_ONE alphaGen lightingSpecular detail } }
I followed what was done in this tutorial, but I can't work out why it goes into fullbright. The specular part isn't from the tutorial btw.
If someone could help me, I would really appreciate it!
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I would personally make the glow slightly less intense in brightness, and/or make it less blury, so you can see a more clear cut line between the differant glowing segments, like the vents on the helmet. So instead of making it one glowing strip, it's lots of glowing vents so to speak.
Barricade24 likes this -
Why does it say next to 'Reply to this Topic', 'Topic Moderation'? It says I can delete this topic...
https://www.dropbox.com/s/yyp1z7dib0yptpb/Screenshot%202013-12-31%2012.54.46.png
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hmm, I had a look at that, but it only changed the stance, not the colours. Thanks anyway tho!
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Awesome! I was properly able to view the old demo and record it into this video:
Thanks!
NP, could you send me that demo? It looks hilarious XD
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Perhaps ported models on this site should be hosted not by JKH officially, but we provide a link to them, but it is separate from the JKHub dropbox. This could prevent JKHub from going into some deep shit, but still allow people to access them, but I'm not sure about the legality of this from JKhub's pov.
Jeff and negru_tudor like this -
Hmm, my skin will probably have to not get approved, as I think the model is from KotOR, but the textures I made.
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allright
I didn't know we hosted the predator model here
where are those models from if they are not from a game (Savage and Maul) ?
I cant believe someone let that grievous pass O.o
about that fallout model... I thought this was a model from a mod for fallout ? It's not ?
Opress:
http://tf3dm.com/3d-model/savage-opress-39959.html
Can't find where the maul one is from, but a few people said it was a port in the comments
the Fallout model, I think used textures from a mod.
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Might be , but whoever approved that file must have missed that it's a ported model and it can be hard to tell
got any examples ? I havn't seen ported models here yet
http://jkhub.org/files/file/1640-new-vegas-ncr-veteran-armor/
http://jkhub.org/files/file/1477-general-grievous/
http://jkhub.org/files/file/1497-death-watch-maul/ <==Not ported from a videogame, but still taken without permission
http://jkhub.org/files/file/1498-savage-opress/ <==Same as above
http://jkhub.org/files/file/501-predator/
There are possibly others as well, but those were the main ones that came to mind. I don't have much against ports, but you probably do, as they can lead to legal issues and such. :/
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I already tried that using free fonts it didn't work. I also used renegade's font .pk3 file for comparison. The main reason I stopped using Renegade's font was when I connected to jka servers i couldn't read anything. The regular font from jka and the other font were blurred together in an unreadable mess. I will try the font tool again.
It's due to joining a ja+ server before loading it in the menu, so fonts and animations can get messed up. Putting the font mod in your japlus folder as well should fix it.
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But yet, we do have ports on the site...
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What is the fov limit? Do you mean supporting widescreen?
What is MP movement? How does it differ from SP movement?
What does lua do?
Yes to increasing limits, but I think OJK all ready does this.
FOV is Field of View. It's basically how much you can see round about you, but as red said, SP has no fov limit unlike MP.
MP movement is much better than Sp movement in my opinion, I think SP has a slower acceleration, your speed halves when you jump, and you tend to slide more, as in stopping is slower.
Lua is a programming language, but JA++ and JKG support plugins made in lua.
OJK doesn't support increased fov limit in MP or lua plugins.
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…what kind of stuff would be doable with lua?
Probably better asking Razor or eez, as I know nothing about lua. It may not have much use for sp though.
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The maul model will look bad in this engine, trust me, I used to mod those games, the detail on them is really low.
Ah ok, fair enough.
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The only model I would be interested to have ported from BF would be the maul one.
And is legal to port from BF 1 and 2? Cause LucasArts and Pandemic are both gone, so would it be disney who claim the rights to it now?
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Darth Phren likes this
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The SP stuff is definitely my priority for now. Any features I should think about for the next release?
http://jkhub.org/topic/3229-sabers-hitbox/
That^ would be kinda nice.
- Removing the fov limit
- Having MP movement, or atleast something similar like Razor did on his speedruns
- Enabling lua plugins (JKg and JA++ have this)
- Increasing the number of species, npcs, vehicles, etc allowed
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I would like to be able to see the hitbox in jka, it would help alot with practicing sabreing, and where to aim. Perhaps as a toggle-able cvar or something for it would be nice, nut not sure how possible that is.
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'Twas also linked by therfiles above.
I had assumed it was the link on Moddb
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It's just a question of changing MAX_PLAYERMODELS in code to something bigger, can definitely do that for next release.
Possibly, but I don't know if it's worth it as people would want to be running other client side mods in MP.
Well generally, the most popular clientside mod is ja+(+), and @@Raz0r released the source for that awhile back, but I wouldn't imagine it would be that easy to merge the it with your code, unless I'm mistaken.
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Will you make a MP version of this?
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Oh, hadn't realised
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We should JAFont uploaded here...
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Just saw it on Jawa, nice work!
Porting Discussion
in General Modding Discussions
Posted
I'd like to apoligise now to the uploader's of the files which got removed due to me giving examples of ported content, had I known such drastic measures would have been taken, I probably would have kept my mouth shut, or atleast been vague about the existence of those mods here. :\