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Angel Soul

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Posts posted by Angel Soul

  1. I thought I explained that already. :P When you submit a file, there is an option to upload or link to a URL.

    Okay @@Circa, I tried uploading the file via the link - but it wouldn't accept it. Anyhow. I sized down the mod (to 25 MB) taking out all the unnecessary files for it to run and uploaded it here on JKHub as well. :)

    Here's the link:

     

    http://jkhub.org/files/file/1449-ultimate-force-icons-mod/

     

    For resources (.PSD files and source-links), one has to go over to moddb.com and get it from the addons section of the mod. :)

  2. Furthermore, an OpenJediProject fix by @@Clan FJA , (someone called G?)

     

     

     

    Yeah, G because before, i did OJP 1.2 fixed A, then B, then C.... and the last version is G :P

    i can't call them OJP 1.3, 1.4... because i did not touch the dlls, only correct some bugs due to pk3 stuff....

    And it was great concidering the bugs it had. Wish you could improve the COOP there more. I think I posted on that mod file on JKHub about this. :D

  3. Hi,

     

    I think you can toggle MB2 sabers with redsaurus' modification with cg_sfxSabers. I know in the JK2 side of this mod you can.

    Yeps - you could. But, the way it was done in OJP was wonderful. You got to choose more options - different blades - from original trilogy and so. And how they looked there was just great. :)

  4. If you remove the PSDs and screenshots, it's only 25mb.

    Also, JKH do allow larger files, you just have to link to the file.

    Yep. It's true. It would be only 25 MB. But without the screenshots which are about 50 MB all in all... the downloader won't really get a glimpse of how they look like (except from the explanation text in the readme).

    And eversince my first mod release (New Force Icons 1.2), I've always had the .PSDs in the pack - in case someone wants to build on them and make something their own. So... in this pack... since I have also made

    SP menus... I have added the .PSD file on where I worked on these menus. Anyone who wishes to make their own JKA menu can use them as a base since I have saved most of the important selections for borders,

    windows, etc. And I felt like that would be nice to have in the pack. :) Nothing that's really needed - I just thought it'd be nice.

     

    Allright, so if I link to the file it will be downloaded on JKHub? I could put it in my dropbox, that's no problem.

  5. Finally, it's done. :) After lot and lot of work, I've finished it.

    WHAT'S NEW?
    - Added a completely new icon set

    - Improved effects

    - Fixed bugs

    - Added new menus

    - SP menu now has music!

    EDIT:

    - Separated the resource and mod file packs. Now you can download the mod pack (25 MB) separately from the resources! (79 MB)

      Resource pack is not required for mod to run.
    - Added couple of new effect variations.

    EDIT 2 (version 2.01b):

    - Added a completely new and reworked HUD

    ENJOY!

    DOWNLOAD LINK JKHub:
    http://jkhub.org/files/file/1449-ultimate-force-icons-mod/

    DOWNLOAD LINK Moddb.com:
    http://www.moddb.com/mods/ultimate-force-icons-mod-v201a


    PS:
    - Mod downloaded via the "Download" section in Moddb.com
    - Resources (not required) downloaded via the "Addons" section in Moddb.com

  6. In MP, the icon flashes and looks like this, looks fine to me. (This was the first shader you sent, and other icons work fine)

    Screenshot%202014-10-19%2017.33.31.png?d

     

    the second shader worked fine too, looked same as above for recovery icon

    Ahhh... oky. I get this one too. But here's my problem: the recovery icon does not show the other images mapped to it.

    I have sparkles, glitters, auras... all kind of cuteness mapped to it, but they don't show. They do in ShaderEd2, but not here. :(

    This is the only thing I need to get fixed so I could finally release my mod pack I have been working on.

     

     

    EDIT: Okkkaayyy... this thing gets wierder and wierder. O.o I actually GOT it to work for one gameplay. Then not again. I added RGBIdentity to the images used for the rage recovery. I was playing "openjk_sp.x86.exe". I tried ordinary jasp and it didn't work agian. I tried "openjk.x86.exe" and even jamp... nothing. Even though that the shader file in the ShaderEd2 that worked (even in game)  was copied over to the pk3 file!... This doesn't seem to be a bug from my part really... but rather in how the files are read! O.o I wonder... @@Raz0r ... what is your opinion about this? I know you work with OpenJK a little. So... what do you think this might be?

     

     

    EDIT 2: Ok, I've solved the problem. The thing is - like you said @@Omicron - that JKA reads some shaders only from a shader file with a certain name. The ragerec icon is defined in "mp.shader" file... so, I copied all what stood in the base "mp.shader" file, removed its definition of the ragerec icon... and added the shadering of my force icons, including the ragerec one. And now it works flawlessly. Both SP and MP. While I can now release my mod (FINALLY), I am somewhat concerned if there are mods out there that change the "mp.shader" file... if they do, won't that make my own icons stop working since the shader file might be overriden?

    Omicron likes this
  7. I was using it in MP, didn't test SP. I only tested drain and rage btw

    Allright man. :) That's all that was necessary. That rage recovery icon (you know, when the character is slowed down - an icon that pops up blinking) is just making me confused. I know that all other work for certain.

    But ok... if this icon works for you...

     

    Would you be willing to try one more thing? This is another effect file. Like above, the rage recovery icon is the one I have problems with - despite coding seemingly being correct. Does it work well for you?

    Will the sparkliness and aura of them show on this one as well like the other icons in the .pk3 file?

    https://www.dropbox.com/s/00q7tvejif6mqb9/UFI_C_Effects_v201_sparklyauraandglitter_v1.pk3?dl=0

  8. There is no such thing as "alphaFunc GE192" (last stage for rage), the only valid values you can use for alphaFunc are GT0, LT128, and GE128.

    I've tried all these now... and LT128 seems to have been working a bit.. not really sure. What do they do?

    Also, in ShaderEd2 where I edit the images - ragerec is the only forcepowers whose font is red in the preview menu section. Does that mean anything?

  9. Copy and paste your icon shader here. Also, I'm not sure if it IS the gfx shader, or if it actually needs to be it. Try making it as a separate shader with a bunch of z's at the start so one of the base ones doesn't overwrite it

    // THE FORCE DRAIN ICON SHADER
    gfx/mp/f_icon_dk_drain
    {
    	nopicmip
    	nomipmaps
    
    	//Drain X
        {
    
            map gfx/mp/drain_x
            blendFunc GL_ONE GL_ONE
            glow
            tcMod stretch sin 1.01 0.04 0 0.3
        }
    
    	//Red Core
        {
            clampmap gfx/mp/redcore
            blendFunc GL_ONE GL_ONE
            glow
            tcMod rotate 50
        }
    	
        {
            clampmap gfx/mp/redcore
            blendFunc GL_ONE GL_ONE
            glow
            tcMod rotate -50
        }
        {
            clampmap gfx/mp/redcore2
            blendFunc GL_ONE GL_ONE
            glow
            rgbGen wave sin 1 0.6 0.2 3
            tcMod rotate -25
        }
        {
            clampmap gfx/mp/redcore
            blendFunc GL_ONE GL_ONE
            glow
            rgbGen wave sin 0 1 0 8
            tcMod rotate -80
            tcMod stretch sawtooth 0 1 0 3
        }
    
        {
            map gfx/mp/f_icon_dk_drain
            alphaFunc GT0
            blendFunc GL_SRC_ALPHA GL_ONE
            glow
            rgbGen identity
        }
    	
    } // END OF FORCE DRAIN
    
    
    //FORCE RECOVERY ICON SHADER
    gfx/mp/f_icon_ragerec
    {
    	nopicmip
    	nomipmaps
    	//Rage X
        {
    
            map gfx/mp/rage_x
            blendFunc GL_ONE GL_ONE
            glow
            tcMod stretch sin 1.01 0.04 0 0.3
    	rgbGen wave sin 0 1 1 1
        }
    	//Red Core
        {
            clampmap gfx/mp/redcore
            blendFunc GL_ONE GL_ONE
            glow
            tcMod rotate 50
    	rgbGen wave sin 0 1 1 1
        }
    	
        {
            clampmap gfx/mp/redcore
            blendFunc GL_ONE GL_ONE
            glow
            tcMod rotate -50
    	rgbGen wave sin 0 1 1 1
        }
        {
            clampmap gfx/mp/redcore2
            blendFunc GL_ONE GL_ONE
            glow
            rgbGen wave sin 0 1 1 1
            tcMod rotate -25
        }
        {
            clampmap gfx/mp/redcore
            blendFunc GL_ONE GL_ONE
            glow
            rgbGen wave sin 0 1 1 1
            tcMod rotate -80
            tcMod stretch sawtooth 0 1 0 3
        }
        {
            map gfx/mp/f_icon_ragerec
            alphaFunc GE192
            blendFunc GL_ONE GL_ONE
            glow
            rgbGen wave sin 0 1 1 1
        }
    }//END OF FORCE RECOVERY ICON SHADER
    

    Here it is. I added Force Drain coding to it for comparison. Force Drain works perfectly, while Rage recovery does not.

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