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Everything posted by Asgarath83
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Greeting. Ehi someone can upload for me this old map of filefront? i cannot download it! :\ http://jediknight3.filefront.com/file/Morning_Church;79571 @@Langerd sorry, firefox or my antivirus lock the site, i not know how to add exception on nod32. >.<
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Done, but about of "best answer" i wanna also to quote same your post, @@Langerd, the guide you linked about the works of Radiant transparency, http://irrlichtirc.g0dsoft.com/kat104/3D/Radiant/transparency.html some shader code you posted, and and the beatiful photoshop's @@Cerez tutorial on pag 1
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Yes, @@Langerd at the end i discover the trouble just some few hours ago. it was a damned shader conflict. Too many PK3 in my mod folder and TOOOOO many shader file. XD after i make a little clean all working perfect!!! Also, i did my first transparent texture, using ramikad shader + a png file with transparency it works. not work for TGA because save with a unique level and union of color, lol i think png is the best format for make trans textures. also jpg is fine, but if black is not pure black not work.
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I am on the way of solution. I have cleaned up my Mod main folder by moving some PK3 i put for try and test some maps. I remove all my shaders except plants.SHADER, now the elm's leaves work, the unique plant that got some troubles are the bamboos, but i think is a texture problem, now i watch more carefully the bamboo textures and i make like the elmleaves. @@Ramikad, you are right: it's a shader conflict. i need to check better my shaders folder. Thanks also to @@Langerd your shader is better of the shader i use about flags and banners, will be really useful! @@Cerez, thanks for tutorial, almost i see the basic knowledge about alpha channels.
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Ok i will use Ramikad Shader and plants.SHADER file branks, i check all my shaders into the consolle for see if there is some error and i use Png \ Tga format. Thanks @@Langerd @@Ramikad @@Cerez. okay, time to debugging! >.<
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WOOOOOWWWW! TEMPLE TEMPLE TEMPLE!! i love temple map!!! D: Great job, man!!!
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Yes! Exactly that @@Ramikad!!! D: can you explain me how you did it works? what format of image you used and shader? Why in my mod that not work... D: maybe there is some shader conflict??? really i not understand >.<
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I have a little simply question about coding, shot not be too many difficult. How is possible to expand the NPC and SAB file limitation number?
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ok now i explain the problem for entire: i have found some plants models into a castlevania map and they should be useful for my hobby and make a garden of a my map. all plants works fine. the problems are the leaves of bamboo_pot.md3, bamboo_tall.md3 bamboo_tall2.md3 bamboo.md3 and of my elm model builded with the help of a friend. the leaves still black, or white, but never transe. @@Langerd i used your shader, it's like the engine not read, i make various variety of textures, and filter, with jpg, png, tga. For make more test i imported \ exported on blender two variety of each model, so there is bamboo and bamboo2, bamboo_pot and bamboo_pot2 etc. the number 1 MD3 series use the bamboo_branch and are original of castlevania, the MD3 i exported is the second series and i change md3shader models/map_objects/plants/bamboo_branchb as path of texture of the custm MD3. i send also the zip of all plants folder with all textures. they works all fine except the shader of elmleave01 and the shader of bamboo_branch and bamboo_branchb. the plants.SHADER is in shaderlist on the map buidiing. and i really not know whay this happened. it's like not read the shader of this textures... >_> https://www.sendspace.com/file/hx0z3k <- my shader file https://www.sendspace.com/file/rppru2 <- my plants folder with all md3 , max versions of models , and textures. (sure there is something of wrong that i cannot find, but i have not photoshop, i have just paint shop pro 9 and i not know how really make a png or a tga workable with TGA using this progra, >.< What i need: simply that trans work for leaves of elm.md3 models and of bambooes models. thanks. : \ Screenshots: bamboo with jpg leaves https://www.sendspace.com/file/j5yfs1 bamboo with tga leaves https://www.sendspace.com/file/o595rk bamboo with png leaves https://www.sendspace.com/file/q8z03m Sorry for links, but site of hosting image not work fine >.<
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nope, but i understood that for some strange motivation, the engine not read the bamboo_branch shader... but read all other plants shaders... (trans of all plants look the difference)
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The Uvlayout name can solve a strange and foolish madness i got with a book of nar shaddaa: also when i replaced texture and md3 , the book contain the same origianl texture of nar shadda jka instead of texture of ancient book. >.< i resolve using your md3 book. maybe it's also an MD3 problem,. i re-export the md3 >.< i not have double file with different format, it's the first thing i try to avoid. yes, is strange that TGA with "black" background of these plants are reads however. these plants come to castlevania map, however. the elm, instead, is maked by a my friend on blender, and is HD for that motivation. the bamboo plants for me are tests plants, what i really need it's that the leaves of elm work >.<
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Draw the building on blender and export as md3 format. it's long but more easer that make it on Radiant. otherwise use ASE. (but i never done, and i not know anyone about that :\ ) easygen for terrains.
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@afterLangerd Understand, maybe there is a misunderstanding or i make something of wrong with the procedure i tried to follow up this morning. https://www.sendspace.com/file/u039ad because this tga working perfect with sequoia.md3 leaves, i copy and paste the file into the folder. (just for avoid that i miss somethuing saving with PSP9) after i open with paint shop pro 9 and i see the leaves and a black background, i selected a portion of background, i use the raster deform tool for cover all image with "black" and after i copy paste the images of bamboo_branch and elmleave01 in this "black" pasting as transparent selection, after that, i saved the edited TGA and i renamed with the name of bamboo_branchb and elmleave01, and i remove the png image (i have simply rinamed with an "x" in the name for back up it and not get troubles with tga for avoid overwrinting problems) but in the game that still again black.
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@@Langerd About Mod: i dislike MP, personally, i work only for SP file format of texture: tga with a black background o.o Maybe is better if you pass me your .SHADER file and your working texture, also the model MD3, too, so i replace my mad malfunction and i can study and understand what i make of wrong : \
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Really madness, now the background of bamboo are green and the elm leaves continue to stay black. okay i am surrounding for moment, sure it's something of strange about my engine or q3map2, in md3view i see the models with the new tga image black background, on radinat, bamboo are with green background and elm leaves with black background, on game, it not change, is like radiant. >.< thanks for all however. : \
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I fixed one plants, the sequoia.md3, that give me troubles. the backbground of his tga file was BLACK. i got already problems with bamboo and elm leaves... really strange, however, i found the original font of these plants models: they are by the castlevania mod of JKHUD, the original bamboo_branch leaves got a green background, and appears green also in the game. >_> the elm instead i know it's high poly, @@Langerd , it's a model maked by a my friend. i detached in many parts for avoid the cap of vertex of misc_models now, for fix bamboo and elm leaves, i am trying to: 1: copying the "treeparts.tga" and resize it to 512x512 and rename it as bamboo_branchb and elmleave01 after i backupped original bamboo_branch and elm_leave. 2: removing the treeparts.tga image and replacing only with black background 3: copy and paste only the plants selected texture parts into the black background of tga as "paste as transparenct selection". now i rebuilded the map with new plants shader (i found the original into castlevania, they are like the your shader, they use alphaFunc GE128 but they are without the $lightmap stage. now i am testing... >.<
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@@Ramikad thanks for tips.
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DAAAAMN! THE SHADERLIST!!! you right!!! I am an idiot! strange thatfor some of these plants trans works without shaderlist and rebuilding. Okay, now i fixing shadering of all plant with this parameters, i add the file into shaderlist and radiant base folder and i rebuild all with the png white trans textures
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@@Langerd you got the message box full, i cannot send message. :\ well here is the folder https://www.sendspace.com/file/3q5771. the texture incrimated are just two: the bamboo_branchb and the elmleave01 i try to make different version of MD3 changing the path of the textures too, but not work. i really not understand if the problem is on MD3 or into the images. >.< the MD3 i need with trans are bamboo, bamboo_tall, bamboo_tall2 (all bamboo plant) and the elm plant with his different version, some are diseased, some are full of leaves and life and one is just a dead bark. good luck >.<
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I do now @@Langerd take your time
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@@Langerd rotfl, also copying and renaming withous paint shop, simply copy and paste file, the leave of yavin4 "fern3" with shader of yavin4 about the fern3, and renaming with same name of texture of bamboo plant leave that still black as screen, also if the textures is changed. that's is really mad and odd... i can send you the models with blender file and textures so you can fix it? can you give me this great favour? >.< I hate to ask this, but bamboo branches was only a test, my true objective is an elm model that i really need for my cathedral, that still again got leaves with black screen >.< and i am become crazy on that, also using as image and editing the image of my custom gfx damage marks with png transparence that works perfect into the game as image i edit with paint shop with deleting image and copying as traansparent selection the leave image i got the same trouble. really i not know how to fix these 2 plants. they are really mad. at this point i am asking if there is something into models MD3, for that i ask you if you can give a look about that. >,<
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@@Langerd thanks for site. mmm, white png, black jpg, alpha chan trans tga ... i am not good with tga... :\ well, i think at this point i see the shaders of original leaves of tree of yavin4 model and how are the original textures of that leaves and i edit this texture into the path of my models with same format image and same shadering, hoping this works. >.<
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Nothing, or is white, or is black... and for some models i got a large ampunt of Jpg with black screen that SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA blendfunc make trans in the black parts.... really i need a good writed tutorial about that. >.<
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@@Cerez So i need to - paste into a black background alpha channel the image - save the file with the black alpha channel and the image as .tga
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@@Cerez @@Langerd hello you two. ROTFL, Langerd, what i mean is that i haven't photoshop, i use paint shop pro 9 for that work. I am following this tutorial abount paint shop pro, because i not have photoshop, but i make something of wrong. http://www.axialis.com/tutorials/tutorial-misc002.html i make a tga file exactly has told by tutorial but as result... leaves backbround is white on engine. @@Langerd can you pass me again the link of your hosting image site? i lost firefox browser chronology with formatting >.<