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Jedi Academy turned 20 this year! We celebrated in a ton of different ways: mod contest, server event, podcast, etc. Thank you to all who have been a part of this game for the last two decades. Check out the anniversary content!

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This community is dedicated to the games Star Wars: Jedi Outcast (2002) and Jedi Academy (2003). We host over 3,000 mods created by passionate fans around the world, and thousands of threads of people showcasing their works in progress and asking for assistance. From mods to art to troubleshooting help, we probably have it. If we don't, request or contribute!

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This game turned 20 years old this year, and it is still one of the greatest Star Wars games of all time. If you're new or returning from a long hiatus, here are the basics of getting started with Star Wars Jedi Knight Jedi Academy in 2023.

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Rainbow


DarthNormaN

The Texture

First you create an image (Paint does the job here) with the size of a texture (here: 256x512), by drawing straight lines (hold down Shift) in colors of a rainbow. (You can see the order by looking closely at real pictures of rainbows)

 

Important: Center the lines and make sure they have he same distance to each other!

http://i27.photobucket.com/albums/c167/EAWpics/1.jpg

Then you open the image in a "better" image manipulation program. I used Photoshop and the blur filter "Motion Blur": twice at 0 degrees (with 50 pixel disort) and twice at 90 degrees (again 50 pixel disort).

http://i27.photobucket.com/albums/c167/EAWpics/3.jpg

 

Save it all as a Baseline - Standard ".jpg" and the texture is ready.

http://i27.photobucket.com/albums/c167/EAWpics/4.jpg

The Shader

Now you just have to equip the texture with a shader.

textures/meinemap/regenbogen // Name of the texture (in Radiant)
{
q3map_nolightmap // No shadows on the texture
surfaceparm nolightmap // No shadows on the texture
surfaceparm nonsolid // Makes it non-solid
surfaceparm nonopaque // Transparency
surfaceparm nomarks // No weapon marks
surfaceparm trans // Transparency
cull twosided // Patch is visible from both sides
{
map textures/mymap/rainbow // Path of the texture
blendFunc GL_ONE GL_SRC_ALPHA // Transparency
rgbGen const ( 0.5 0.5 0.5 ) // Less saturated colors
alphaFunc GE128 // Filters out black
alphaGen const 1.0 // Alpha channel property
}
}

 

Texture and shader are now packaged into a .pk3 and moved to …GameData/Base/.

 

 

 

Important: Don’t forget the entry in the shaderlist.txt (…Base/shaders)!

 

Ingame

 

 

To put the rainbow into a map, just make a big patch and apply the rainbow texture (press Shift+S and click on "Fit" to strech the texture). Now just disort (press V, then manipulate) and move it to the right place.

http://i27.photobucket.com/albums/c167/EAWpics/5.jpg

 

Now, that we have the rainbow in the map, lets compile (see: Q3map2GUI tutorial).http://i27.photobucket.com/albums/c167/EAWpics/6.jpg

Comparison:

http://i27.photobucket.com/albums/c167/EAWpics/2.jpg


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