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  1. I've been trying to make part of a texture transparent but also two-sided to 'hide' some of the 'holes'. I find that I can only get one or the other on the texture when ingame with my shader: models/players/mara_khaal/boots { cull disable { map models/players/mara_khaal/boots blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse } } The effect I'm trying to go for is making the heel on the boot look bigger than it actually is on the model, by hiding some of the texture with alpha. But to reduce the number of holes that can be seen through (inside of the 'larger heel' for example) I'm adding the cull disable line. If I have the cull disable line, the boot looks like this in game: If I remove the cull disable line, the boot looks like this: I tried Ruxith's final shader here but I got the same result as the first picture.
  2. The game has RGB shaders, shine shaders, invisibility shaders (saboteur, shadowtrooper), and I've also seen some mods that make parts of models transparent with different colors. So, how do I add and remove shaders?
  3. So, I ended up quitting my mapping a while back after feeling as though I would never be able to successfully incorporate terrain, however recently I made another attempt. Unfortunately, I ran into the same strange issue that I had before, and figured I should ask for some help before just giving up on it. Basically, the issue I'm having is texture size in the compiled map. They look fine in easygen, and I've tinkered with the shader files quite a few times now, but with no success. To better understand exactly what happens, I've taken a few screenshots of in-game vs. easygen. Easygen: In-Game: Any help or advice would be extremely appreciated. Thanks in advance. P.S. The mountains in the background are just a temporary model I made for the skybox, no terrain or shader issues there.
  4. Now someone could help me with these models are of paramount importance please help please take care your help format md3 texture tga map objects link to models: http://www.mediafire.com/download/n4y78v3y7ztd14t/modelskenedy.rar
  5. Hello, I'm currently looking to expand on Loda's RGB Skins (http://jediknight3.filefront.com/file/RGB_Base_Skins;94323) and include RGB functionality for all of the default player models. I've run into a road block with Chewbacca though. An alpha shader is used on his fur to make part of the texture clear/invisible, resulting in the spikey hair all over his body. However, I want to be able to use the same alpha channel to allow for RGB. I've been having a lot of trouble combining these two features. Below are the original shaders for Chewbacca. These are found in assets1.pk3 > shaders > players.shader models/players/chewbacca/chewbacca_2sided { cull twosided { map models/players/chewbacca/chewbacca_2sided blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse } } models/players/chewbacca/chewbacca_1sided { cull twosided { map models/players/chewbacca/chewbacca_1sided blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse } } Here's what I have for the RGB skin. models/players/chewbacca/tint_chewbacca_1sided { { map models/players/chewbacca/tint_chewbacca_1sided rgbGen lightingDiffuseEntity } cull twosided { map models/players/chewbacca/tint_chewbacca_1sided blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA detail rgbGen lightingDiffuse } } models/players/chewbacca/tint_chewbacca_2sided { cull twosided { map models/players/chewbacca/tint_chewbacca_2sided rgbGen lightingDiffuseEntity } { map models/players/chewbacca/tint_chewbacca_2sided blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA detail rgbGen lightingDiffuse } } Basically, I have two main questions: 1. Is what I'm trying to do even possible? 2. If it is possible, can you point out for me what is wrong with my shader file? Thanks in advance!
  6. Hi guys. So as you can see from the above image I have some ugly lighting on those patch surfaces... this only occurs when I'm using fog (as a brush or in the worldspawn) Is there anything I can do to rectify this and make the light blend/smoother? Kind regards PA
  7. I have a custom skin of a model and I want to make it appear like a hologram (or force ghost). I have seen this done before and believe it has to do with shaders, correct? I don't know much about shaders, but they don't seem too complicated. Could someone direct me to a tutorial or tell me how to do this, because I have not found much talk about it. Thanks in advance!
  8. Hey Jkhub! I've started working on a custom ffa3, not a serverside entity mod but more of a clientside-plugin kind of thing, removing the invisible walls and stuff It worked for the past few days, now on the latest update where i added a new room behind a wall, my non-openJK using clients get an error message as stated in the picture below. Already tried removing the transporter.md3 from the main area, which i didnt really intend to do because I wanted to have non-plugin, vanilla players to have no affect on the main area (i.e. the known glitching through walls that are not physical on the serverside.) Also tried to remap the shader using the technique given in the post about entmodding Still this pretty much seems to be a compiler issue. Yet it works for me playing with openJK and JA++ It all worked well for non OpenJK clients until i added this: http://puu.sh/dmPe3/b570c32644.jpg http://puu.sh/dmPfL/719befbe8e.jpg ////// EDIT /////// i attempted to start the map without any light compilation on a vanilla jk3 too, giving me following lines resulting in the same error as stated above: ]\devmap mp/ffa3 ------ Server Initialization ------ Server: mp/ffa3 ----- FS_Startup ----- Current search path: C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\lgnd_ffa3PlugIn.pk3 (20 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\assets2.pk3 (62 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\assets1.pk3 (8320 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\assets0.pk3 (15346 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData/base ---------------------- 47496 files in pk3 files Loading dll file jampgame. ------- Game Initialization ------- gamename: basejk gamedate: Jul 22 2003 Loading dll file ui. Loading dll file cgame. Shutting down OpenGL subsystem Requested feature was omitted at compile timeSo it's not the lightmap that's the issue. Must be something i fucked up during compiling... but i compiled it several times with different settings that compilation was merely the bsp -meta.
  9. I'd like to add Dooku's cape, or a similiar one, to my Revan skin, which is Hapslash's model. The normal cape doesn't look that good, while Dooku's cape can be edited so that it looks like Revan's original cape. Original Dooku model and skin: http://jkhub.org/files/file/1122-hs-count-dooku-rots/ My Revan skin: http://jkhub.org/files/file/2078-slk-darth-revan/ I appreciate any assistance.
  10. I wondered what the trick is to make normal maps look correct in rend2 (or in baseJKA for that matter). At the moment it looks and behaves the same way it did when I tried this a year-ish ago before rend2 was in the works/ports. It all looks like big plastic bubbles, or the textures get random dark spots spread out, no matter what I test it on. Shader: Test-screenshots:
  11. As some of you might know, I'm a freak when it comes to quality and details but it's becoming worse and worse. The thing I wish to be better is the lightning, as most of the maps I see, have terrible shadows and lightning. Even my own eventhough I do my best reading and testing Now the main reason I started this topic is because I would like to discuss with you how to get the perfect lightning in SOF2 but also JKA/JK2 by the use of a sky-shader combined with q3map2 settings. I know this is the best place to ask/discuss because there are so many talented people around here and I'm possitive the end result of this topic will be spectacular. What my idea is of realism and quality: very clear, crisp light, shadows that ain't blocky Some examples what I'm aiming towards but I know I can't get exactle the same thing. WARNING: 9 (large) images of MGSV, DragonAge, AC and Skyrim
  12. Hello, im 8T88. Basically what I want is some help to launch the beta of my mod I have developed some scripts that allow you to use new powers through NPCs. Choke group: * Force Choke * Force Grip * Force Crush Telekinesis Mind trick group: * Force Persuasion * Force Corrucption * Mind Control I have also improved the force sight to see in the dark I created the force dash http://jkhub.org/files/file/1934-dash-for-jedi-academy-by-8t88/ A new menu for using any type of saber from the start of the game And More Also, I recently purchased a pack of models forums movie battles. All from The Force Unleashed
  13. Well, the thing i want to accomplish is basically being able to play a jedi outcast map in jedi academy. While i managed to get a few maps to work, but unfortunately the one map i'd love to play doesn't work properly: http://jkhub.org/files/file/479-anchorhead/ Textures so far work fine. However, some of the sounds don't play, but that can be solved by copying the sound files. The biggest issue i have though, be it that ridiculous, is that the map is far darker than in jedi outcast, and the sky looks terrible aswell. So my question is, does somebody have any idea how i can make the map as bright as in jedi outcast and how i can change or replace the sky?
  14. The new saber i'm doing has some light problem. One side is lighted while the other isn't like this : edit - it is always the same sides, despite of lights. Moreover I don't really know how to do shaders actually. I tried anything with a white image, just for beginning and testing. Then someone suggested me a new code but the issue does remain. There is still only one side lighted... here is the last code i tried :
  15. Can anyone help me with writing such shader for shield please?
  16. I've found a celshader. It works perfectly with JKA. When compiling for JK2, it gives the error MAX_MAP_DRAW_SURFS (131072) exceeded. I've tried commenting out some lines in the shader, but can't find what's wrong. The annoying part about it is that Grand Flaw uses this exact method and celshader, and copying the exact way it's done there (including things like blocksize and gridsize) still gives the error. A friend of mine has the same problem. Key: _celshader Value: celshadertest/ink Shader: // ink shader for maps // to use, add "cel" to shaderlist.txt // add a "_celshader" key to worldspawn entity with a value of "cel/ink" textures/celshadertest/ink { qer_editorimage textures/celshadertest/black.tga q3map_notjunc q3map_nonplanar q3map_bounce 0.0 q3map_shadeangle 120 q3map_texturesize 1 1 q3map_invert q3map_offset -2.0 surfaceparm nolightmap surfaceparm trans surfaceparm nonsolid surfaceparm nomarks sort 16 { map textures/celshadertest/black.tga rgbGen identity } } textures/celshadertest/no_ink { // qer_editorimage gfx/colors/black.tga // q3map_notjunc q3map_nonplanar // q3map_bounce 0.0 // q3map_shadeangle 120 // q3map_texturesize 1 1 // q3map_invert // q3map_offset -2.0 surfaceparm nodraw surfaceparm nolightmap surfaceparm nonsolid surfaceparm trans surfaceparm nomarks // sort 16 // { // map gfx/colors/black.tga // rgbGen identity // } } Any ideas?
  17. I made a small holograms of the planets but the textures of them are 512 x 512. I compile the map and this error shows up. How to fix it?
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