Metal shader mod -1 reply

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Abizaga

Jedi Academy Player

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18th December 2005

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#1 8 years ago

Hello, I just got into the process of trying to model for Jedi Academy, using Gmax. Anyway, after putting the skin on the model, I tried putting on a shader. I will have to put that in separately, but I could use help. It worked on a different skin... I don't get it.




kidoncrack

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25th March 2008

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#2 8 years ago

Wait, what was the question?




Abizaga

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18th December 2005

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#3 8 years ago
kidoncrack;5243087Wait, what was the question?

Sorry if I wasn't specific. How do I get this shader, which worked on a different skin, to work on my new model's skin?




NAB622

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8th October 2005

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#4 8 years ago

All you should have to do is rename the texture paths to match the new location.

If you're unsure, post the shader and a a picture of your folder structure and we can straighten you out.




Abizaga

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#5 8 years ago

NAB622;5243132All you should have to do is rename the texture paths to match the new location.

If you're unsure, post the shader and a a picture of your folder structure and we can straighten you out.

that's what I did. For some reason, it doesn't show. I'll probably need to wait till I get back to the actual files, but when I do, I'll put post up the shader and that stuff. Thanks!




Abizaga

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#6 8 years ago

Sorry for the double post. Okay, here's a pic of the saber (since it may be the textures?):

Spoiler: Show
scustomsaber.png

, Shader: models/weapons2/saber_abizaga/saber { // Diffuse texture settings

// Specularity texture settings

q3map_nolightmap { map models/weapons2/saber_abizaga/saber blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/saber_abizaga/saber blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/weapons2/saber_abizaga/saber blendFunc GL_DST_COLOR GL_SRC_COLOR detail tcGen environment } } And folder paths.

Spoiler: Show
pathb.png



AshuraDX

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10th May 2009

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#7 8 years ago

well what happends ingame doesnt the shader show up at all or does the saber look fucked up ?




ChalklYne

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20th September 2009

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#8 8 years ago

well, first off i see this... change your texture name to saber1.jpg...create a specular mapped version and name it saber_spec...then create an environmental map (like a gradient kinda) and name it saber_env.. then...

models/weapons2/saber_abizaga/saber { // Diffuse texture settings

// Specularity texture settings

q3map_nolightmap { map models/weapons2/saber_abizaga/saber1 blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/saber_abizaga/saber_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/weapons2/saber_abizaga/saber_env blendFunc GL_DST_COLOR GL_SRC_COLOR detail tcGen environment } }

get it? so your saber has to pull this shader file instead of the texture, then it has maps to pull the other stages from.. thats just from memory tho ill double check it... but yeah make u some maps and make your shader look like this.. should help




Abizaga

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#9 8 years ago

AshuraDX;5243426well what happends ingame doesnt the shader show up at all or does the saber look fucked up ?[/QUOTE]Doesn't show at all

[QUOTE=ChalklYne;5243451]well, first off i see this... change your texture name to saber1.jpg...create a specular mapped version and name it saber_spec...then create an environmental map (like a gradient kinda) and name it saber_env.. then...

models/weapons2/saber_abizaga/saber { // Diffuse texture settings

// Specularity texture settings

q3map_nolightmap { map models/weapons2/saber_abizaga/saber1 blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/saber_abizaga/saber_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/weapons2/saber_abizaga/saber_env blendFunc GL_DST_COLOR GL_SRC_COLOR detail tcGen environment } }

get it? so your saber has to pull this shader file instead of the texture, then it has maps to pull the other stages from.. thats just from memory tho ill double check it... but yeah make u some maps and make your shader look like this.. should help

Gah, I'm confused. Sorry. but I got lost at the specular and environment. I've got to get used to this...




Inyri Forge VIP Member

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15th March 2005

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#10 8 years ago

There are three stages to your shader.

Stage one is the texture, called the diffuse map:

[COLOR="Red"] map models/weapons2/saber_abizaga/saber blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse[/COLOR]

Stage two is the specularity map: [COLOR="Red"] map models/weapons2/saber_abizaga/saber blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular[/COLOR]

Stage three is the evironment map:

[COLOR="Red"] map models/weapons2/saber_abizaga/saber blendFunc GL_DST_COLOR GL_SRC_COLOR detail tcGen environment [/COLOR]

What you want to note is that you are using the same texture for all three stages. Typically you want to have custom textures for each stage -- specularity should have hilights, because it's what you will see when light hits your model, and your chrome texture is just something that will be kind of wrapped around your model and will move/deform based on lighting.

In any case, though, as far as I can tell the shader and pathways look setup right. It should work, even if it probably looks a little strange.