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-   -   [Help] Push/Pull effect (http://forums.filefront.com/sw-jk3-modding-mapping-editing/402730-push-pull-effect.html)

edeholland July 5th, 2009 01:51 AM

Push/Pull effect
 
When you use push or pull a circle appears that deforms the environment as if you were looking at it through a glass of water. Now is there a way you can use that effect in a shader, for example for glass?

AshuraDX July 5th, 2009 01:55 AM

Re: Push/Pull effect
 
Quote:

Originally Posted by edeholland (Post 4939983)
When you use push or pull a circle appears that deforms the environment as if you were looking at it through a glass of water. Now is there a way you can use that effect in a shader, for example for glass?

search through the shader files of the game you might find the shader and then you can copy the coding from the shader and paste it in your new shader (of course you have to edit it)

Raz0r July 5th, 2009 09:08 AM

Re: Push/Pull effect
 
I'm pretty sure that's done with coding. I do recall seeing a bunch of code about the push/pull refraction effect.

Jonny2199 July 5th, 2009 11:19 AM

Re: Push/Pull effect
 
The force push effect is controlled by a picture (assets1.pk3/gfx/effects/forcepush) and a .efx file which controls the size etc (assets1.pk3/effects/force/pushblur).

The only way I can think of making a distorting piece of glass is a custom-made shader. Maybe try taking the forcepush picture from assets1.pk3 and 'applying' it to a glass texture already made, using a similar technique to making a glow shader. I'm no shader expert, but find a skin on jk3files.com with glow and see how the author did it on that to get the basic idea if you're stuck.

heavymetalgungan July 5th, 2009 11:27 AM

Re: Push/Pull effect
 
Actually, through experimenting with the efx and gfx files I've found that assets1.pk3/gfx/effects/forcepush.tga is actually the blur around characters when they get pushed. Also assets1.pk3/effects/force/pushblur.efx is completely pointless as far as I know, it is not either the pushing effect or the being pushed effect. Sorry mate, as far as I know, there is no easy way to create the zoom effect created in-game.

AshuraDX July 5th, 2009 11:30 AM

Re: Push/Pull effect
 
In the KOTF launcher you can disable the force push/pull effect and the grip effect
I wonder how that works ?

edeholland July 5th, 2009 11:43 AM

Re: Push/Pull effect
 
Well, grip is simply an image in gfx/effects (black out to make invisible), but it seems the push distortion is more complex to disable.

N-7 July 5th, 2009 12:24 PM

Re: Push/Pull effect
 
Quote:

Originally Posted by -=*Ráz0r*=- (Post 4940130)
I'm pretty sure that's done with coding. I do recall seeing a bunch of code about the push/pull refraction effect.

Yup, part of it is coding (cg_players.c / CG_ForcePushBlur), part of it is the refraction shader to be found in effects.shader.

And the effect can be disabled by setting cg_renderToTextureFx to 0.

loda July 5th, 2009 01:16 PM

Re: Push/Pull effect
 
Quote:

Originally Posted by edeholland (Post 4940236)
Well, grip is simply an image in gfx/effects (black out to make invisible), but it seems the push distortion is more complex to disable.

the red grip effect is done with coding also, not an image.

heavymetalgungan July 6th, 2009 09:18 AM

Re: Push/Pull effect
 
Actually its a mix of coding and an image, the assets1.pk3/gfx/effects/forcepush.tga file is used, then coding dyes it red.

NAB622 July 6th, 2009 11:42 AM

Re: Push/Pull effect
 
Wouldn't the grip effect be an effect with a shader? No coding is needed for that.

Raz0r July 6th, 2009 11:56 AM

Re: Push/Pull effect
 
^Doesn't mean Raven didn't get trigger-happy.


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