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SW:JK3 Modding, Mapping and Editing
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Old April 11th, 2007   #21
Sexeh like teh gizmo
 
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Default Re: Project Zero

someone asked for a shader? DELIVERY. Okay a bit lame. But still.

The basic code is:

models/weapons2/Saber_z-saber/saber_wb
{
q3map_surfacelight 1
surfaceparm nonopaque
{
map models/weapons2/saber_z-saber/saber_wb.tga
blendFunc GL_ZERO GL_SRC_COLOR
tcMod scroll 0 1.5
}
}

Really simple, that makes it transparent and scroll rather fast. It behaves how I like ingame, so I'm happy with it. You can control the ammount of transparancy yourself by how much alpha you put in the TGA. I'll start on that boomarang shield tomorrow. I can make things spin around too, so it shouldn't be much of a problem.
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Old April 11th, 2007   #22
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Default Re: Project Zero

That's great, how about glowing?

what do you think are those blades long enough now or too long? I think that triple rod might be just a little too long and I'll have to mess a bit with chainrods sab file it does way too much damage (8 blades to make trail look nice)

I forgot to take screenies again so everyone could see those longer weapons but I'll take them for tomorrow

I also started making new menus but haven't even tried making new hud so

I still want pictures of those melee weapons so if anyone has or knows where to find please tell me

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Old April 12th, 2007   #23
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Default Re: Project Zero

As far as I can tell the weapon blade lengths are just fine. The glowing I'm still working on, I'm not entirely sure how to do it yet. Something about a glowmap from what I can remember. I tried surface light and that did nothing at all really.
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Old April 12th, 2007   #24
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Default Re: Project Zero

thanks about those shaders they worked perfectly I added them in every weapons and made new one leviathans spear from mmz (earlier was from zx) so here is pictures of those weapons with shaders thank you again Ryo Thorn (you got yourself in readme) I'll make that soul reaver for you so it's equal trade (I've been watching anime) but those pics. Here they are:

Spoiler:

First we have phantom claws (in game goes only by name phantom)

Spoiler:
Next is RecoilRod

Spoiler:
Then we have z-saber and Omega saber


Spoiler:
Then ZX-saber with Omega-ZX


Spoiler:
ChainRod with trail


Spoiler:
TripleRod

Spoiler:
Harpuia

Spoiler:
and finally Leviathan (with ref. pic)



I know that other leviathan needs some texture editing (Those stripes are there they are just too light so It's hard to see them)


About that glowing thing I think it has something to do with alpha channel and that so there actually should also be that .tga file I tried to make it glow yesterday but it didn't work

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Last edited by Black Hawk 86; April 12th, 2007 at 11:38 PM.
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Old April 13th, 2007   #25
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Default Re: Project Zero

this is directly from shader tutorial

models/players/visor/ase
\\ This is the shaders name - it is the same as the path to the texture it is assigned to
{
\\ { brackets represent the start and end of the shader - indented { brackets represent each stage.
{
map models/players/visor/aze_g.tga
\\ This is the glowing effects image, the lowest stage in the shader.
rgbGen identity
\\ This command tells the engine to ignore lighting effects on this stage - making it "glow"
}
{
map models/players/visor/aze.tga
\\ This is the upper stage or the shader - the actual skin.
blendfunc blend
\\ This sets the blending mode to use the transparency of the alpha map.
rgbGen lightingDiffuse
\\ This tells the engine to use lighting effects on this layer.
}
}


I'll try using that and there are few weapons that has sort of a "gem" in them
it would look awesome if they would kinda pulse that light they are colored to
So there is another thing to chew

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Old April 13th, 2007   #26
Sexeh like teh gizmo
 
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Default Re: Project Zero

Ah sure, no problem. It was actually really easy, I just had to get off my ass to do it. That's the problem with everything these days. Also, as far as I know that shader component won't emit light, only look as if it were having light shined on it. I could be mistaken though. Also, you know a chrome\specular shader on the handles\rods would be stunningly amazingly awesomely devilishly cool. They look more or less like plastic right now.
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Old April 13th, 2007   #27
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Default Re: Project Zero

Nice Job look neat
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Old April 15th, 2007   #28
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Default Re: Project Zero

You'r right they'd look cool and you were right about that shader too it didn't look good actually it seemed to me that it didn't do anything so could you post me what you have manage to do this far

I started on soul reaver but I still don't have permission to use that other (that cloud_guy made) I also need hand/arm to make that circling thingy in raziels arm. at this point it actually looks like sh*t so I have to adjust it little

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Old April 16th, 2007   #29
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Default Re: Project Zero

Okay after little search I managed to find more weapons in zx series there is actually two z-saber one for z-form and other for zx-form here is picture
Spoiler:

and here is other weapon(s) I found
Spoiler:

could someone tell me what the heck is that staff like thing (not the scythe)

and finally those zero series guardian weapons
Spoiler:


So I'll make these too.

It seems that this is going to be one big weapons pack with (hopefully) characters to wield these weapons (and custom hud + Menus)

I'll probably take a small "vacation" from this project after I get full shaders from ryo thorn but before that "vacation" I'll send 3 weapons to filefront
so I'll let this community to deside which three

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Old April 16th, 2007   #30
Sexeh like teh gizmo
 
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Default Re: Project Zero

Welp, first off. Zero took his helmet off? What madness is this? He's just not zero without his gaudy looking helmet! Second, still don't know how to make it glow yet. If *anyone* does know, *please* just tell us.
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