Force push/pull blur as saber trail? -1 reply

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minilogoguy18

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4th September 2004

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#1 7 years ago

This is something I tried figuring out before but didn't really get anywhere with. Is there some way to use the effect for the push/pull blur and apply it as a saber trail effect? It would be awesome for swords. In a way I'm sorta requesting it as well as my modding skills are a bit rusty in those areas and I'm trying to get my Kain model finished and I want this as the trail for the Soul Reaver as its like this in LoK: Defiance.

Help????




BilboBaggypants

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16th October 2010

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#2 7 years ago

I agree that the effect would be really cool. I hope somebody will know how to do this. Good idea :)




minilogoguy18

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#3 7 years ago

Please, don't bump the thread unless it is something to contribute. Not trying to be a dick or anything it just sucks when you think someone posted something to help out and you go to check it and there isn't anything helping to figure it out.




Manganiac

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15th September 2005

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#4 7 years ago
minilogoguy18;5410810Please, don't bump the thread unless it is something to contribute. Not trying to be a dick or anything it just sucks when you think someone posted something to help out and you go to check it and there isn't anything helping to figure it out.

history of my life :p

jokes a side... maybe you know already of cg_sabertrail (only avaliable in multiplayer) default is /cg_sabertrail 1 (your common saber glow track) 0 draws no trail/track 2 draws that force-push effect as the sword trail, but then again, it will affect all sabers (at a system level more than just something set for a saber), its not really a prety effect, it does what you expect it to, but it's far too solid (assuming it's a shader and not something coded, q3 can't throw these fancier shaders in alphas)... limitations, limitations...

perhappes someone with more patience could look into the sdk files and try tracking down the console line for "cg_sabertrail" and see what comes out of it... the only possible option I can think of is, you could run into a path to a hidden shader somewhere in there, and then use that shader in you saber's file but its most likely something hard coded, still it could happen...




Raz0r

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27th September 2006

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#5 7 years ago

It uses the refraction shader effect, code-name "internalDistortion". It only works with certain graphics cards due to bit requirements of the stencil and depth buffers.




minilogoguy18

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#6 7 years ago

Is there any way to maybe set it as a trail for a specific weapon?




AshuraDX

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10th May 2009

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#7 7 years ago

eventually through the .sab file but I'm not sure if there's a line to change the saber trail fx http://forums.filefront.com/sw-jk3-modding-mapping-editing/193645-list-things-you-can-do-sab-file.html If it can be done in the sab file you'll find it there ^




minilogoguy18

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#8 7 years ago

^Knew about that for a long time and completely overlooked it, looks like trailStyle 1 should make it do what I want, gonna test with sith sword.

EDIT: That trail style just showed as the regular old sword trail style but the one Manganiac suggested worked and like he said it wasn't all that pretty and made all others on the server have it as their trail.




eezstreet

Lord of the .DCC files

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16th June 2008

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#9 7 years ago

It could be done with some coding, although as Raz0r stated before, this doesn't work on all cards, and for some it lags the game significantly (bringing the game down to ~2 fps when cloak is active, hence Tidal Lugormod's "No Cloaks" rule)

Now, to look into cg_sabertrail code and see what fun I could have with this...




minilogoguy18

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#10 7 years ago

It works fine for me without any lag at all, just the trail is too long and i want it applied to only a weapon possibly by making it a line in the sab file.

EDIT: What if it were made as it's own blade color and released with the sword model and it was constrained to use that color? Would others without the model see it?




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