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Everything posted by Corto
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Is there a way to reload .shader files while playing the game?
Corto replied to Corto's topic in Modding Assistance
I created the initial file with the ShaderEd tool that comes with the SDK, but I'll check the encoding just to be safe. -
One thing I would recomend is to extract all the assets files into your base folder, in the exact order they are named. You will be asked to replace some files, so go ahead. Then rename all your assets files to .bak just in case. Now you can reverse engineer or replace the original assets with yours.
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Don't ignore it. He always has a point. Just don't take it personally. Back when I started in Lucasforums, I couldn't take a bit if criticism and that set my progress back a lot. Having Ashura pushing you forward it's kind of flattering, in a way. I would rather have my stuff being ripped apart than completely ignored.
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You guys just don't get german sense of humor. Don't take it personally.
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Just trying to add some humor.
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Do you make these skins? They all look terrific. Are you these characters available for download? Another thing, how would you like to make the texture of a bith musician?
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I feel like I should give you my two cents, so here I go:
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Is there a way to reload .shader files while playing the game?
Corto replied to Corto's topic in Modding Assistance
I can't seem to get the shader for the E11 to work. No matter what changes I make, at I should be able to break the damn script, but nothing. Here's my shader file: models/weapons2/blaster_r/e11 { { map models/weapons2/blaster_r/e11 blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuseEntity } { map models/weapons2/blaster_r/e11_spec blendFunc GL_SRC_ALPHA GL_ONE alphaGen lightingSpecular } { map models/weapons2/blaster_r/e11_env blendFunc GL_DST_COLOR GL_SRC_COLOR alphaGen const 1 tcGen environment } } At least, the final stage should make the model look glossy, because I did this for the dianoga model and the phase 1 dark trooper and I know it works. But nothing I do seems to work with blaster. -
No, I didn't freeze the tags transformations. The only thing that worked was to actually position the gun in the odd way you see in the screencap. Maybe it's something we need to look closer with Archangel.
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Is there a way to reload .shader files while playing the game?
Corto replied to Corto's topic in Modding Assistance
Ok, that's good enough for me. Thanks! On other thing. Do you know if .shader files work on .md3 models the way they work on .glm models? -
My issue is simple, I would like to play around with .shader files to learn more about them. I mean do a lot of trial and error and see for myself what each change or option does in-game, if any, until I'm satisfied with what can be achieved. Since there's no viewer to test them in real-time (I think Wudan's Dragon did the trick back in the day), I was wondering if there's a way to, while remain in the game, reload the .shader files and see how my changes impact the end result. My first thought is to reload the level, but I haven't tried that yet and maybe with OpenJK there's a command that will do the trick. Thanks.
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Well, I tried changing the orientation and position of the tags and nothing changed at all, so I had to come up with what I presented here.
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I will release another version, hopefully the final one, with a better shader file and some more fixes I have already spotted. For now, I'm giving it a rest and working on other Star Wars stuff. I'll show you very soon.
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I would start with the sounds of jumping, footsteps, falling, getting hurt, etc. They all sound so "soundboardish" right now. Also, the pickup sounds. They worked for games like Quake 3 or Unreal Tournament, but for Jedi Knight, they should sound like actually picking up something instead of just being a sound cue that just walked over an object. Having inventory sound would be nice too. When you change your active inventory object, a sound like when you equip a new item on games like DayZ or any RPG would fit perfectly. Everybody focuses almost exclusively on graphics, but I'm a strong advocate that level design (no matter how basic the graphics look) and sound design can improve the ambience and immersion more than top of the game graphics.
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All these skins look really nice, but they all lack proper lighting. If you could paint some highlights it would bring out the textures and the feeling of each material a lot more.
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Yes, I know, but I didn't get around to that yet. But I will. I'm just getting started and up to speed.
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My solution for the odd position and angle required for the first person model to work and then for the world view to have the right scaling is this: For the neutral position, I created a null object with all the transform data in 0 as you can see on the right hand side panel, and "childed" all my exportables to that null object. Then, for the first person view, I created another null object, which has all the transformation data for the first person model to look correct in game (highlighted object on the screenshot). It's rotated and translated to get the exact position I want. Whenever I'm going to export the model for the first person view, I select my parent and then match all the transforms of the first person null object. This is how it looks after my parent object matches the transform data of the first person null object: For the world view I use the same method, but as you can see, instead of rotating oddly and moving the object around, it simply moves is up a little and scales it down by a 0.75 factor. Which makes the gun look the correct size and position in the game from a third person perspective. No more oversized guns in world view. This is how it looks when I matched all transforms of the world view null object: For the world view I only select the gun objects and the tags, so the exporter will ignore the hands. This is the solution I created using Softimage, but I'm sure the same thing can be done with Maya, 3dsmax or Blender.
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Then don't. Just use it.
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I'm starting to feel like a reached a point where I have to move on to the next model and leave this one to rest for a time. Here's a new progress update. I'm submitting this version for now.
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I'm currently learning sculpting with Zbrush. But I can also use sub-d in Softimage itself and create extremely detailed hard surface meshes like you say. I guess I need to adapt to current techniques. For my next gun, I'll start with high poly and do what you propose.
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Very, very nice. What are you using to generate terrain? As far as I have been looking around, terrain in GTK radiant is a pain in the neck.
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Don't even mention it. Those gloves are just a placeholder and need to go. I really need to get rid of those arms and model the sleeves of Kyle's jacket and turn those gloves into Kyle's merc gloves. That's the problem with raising the bar with something. Everything else needs to follow or they stand out in a bad way.
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I'm not there yet. There are several details I need to add to the texture and then there's the matter of optimizing the world model (which will require that I make more changes to the texture in order to fake some geometry detail into it). Thanks to everyone, specially to Ashura for pushing me not to slack and have it done properly.