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Shader For Injected Models
Posted: Mon May 12, 2008 8:20 pm
by DarkShallFall
TagName:
scenarios\objects\multi\DarkShallFall\injected_model\shader
Info:
The shader will work with the active camo power up but it will not tend to lightmaps that well.
Watch the injected models shader below.
Before:

After:

Posted: Mon May 12, 2008 9:16 pm
by UpsetSpy
That makes you my best friend

...I might actually finish Gridiron CE cuz of that.
Posted: Tue May 13, 2008 4:19 pm
by xlRainlx
its not perfect but certainly good.

Posted: Tue May 13, 2008 5:26 pm
by DrXThirst
I don't see any difference at all. I've been watching both of them for like 5 minutes.
What am I missing?
I see a sniper on the ground on the second one...
Is that all?
Posted: Wed May 14, 2008 6:41 am
by DarkShallFall
DrXThirst wrote:I don't see any difference at all. I've been watching both of them for like 5 minutes.
What am I missing?
I see a sniper on the ground on the second one...
Is that all?
I fixed the random shadows that appear. Notice the random shadows in the before picture?
Posted: Thu May 15, 2008 8:11 pm
by Domnio
how did you fix the shader to do that?
I thought new injected models mess up the way light map hits the model so does this mean you could make an injected model become perfectly in sync with the light map? as if it was an original game model?
Posted: Thu May 15, 2008 8:57 pm
by DarkShallFall
Domnio wrote:how did you fix the shader to do that?
I thought new injected models mess up the way light map hits the model so does this mean you could make an injected model become perfectly in sync with the light map? as if it was an original game model?
No bump mapping. Doesn't get darker with light maps only stays the same shade. Also a very small about of very light shadows some times.
Posted: Fri May 16, 2008 7:27 pm
by T1xAnton
Looks great! Good job. Could of used this back in 05/06. D:
Posted: Tue May 20, 2008 5:57 pm
by Evilsnowflakes
Do you think you can put up a little tutorial on where to put this so it gets the correct effect, I thought you did it in the mode tag but for some reason its not working there. So I'm probably doing it wrong.
Posted: Tue May 20, 2008 6:01 pm
by DarkShallFall
Build in the shader.
Open your model and link the shader.
Go to the shader and edit the bitmap attached.
Posted: Wed May 21, 2008 4:11 am
by Dragonfire
DarkShallFall wrote:Build in the shader.
Open your model and link the shader.
Go to the shader and edit the bitmap attached.
So if I have multiple models that need this, then i gotta dup this for every model?

Posted: Wed May 21, 2008 8:30 am
by Evilsnowflakes
Thanks for the tutorial but heres what I did
Imported a simple blank camo skin over the br skin. Then I built in your shader. I linked the shader to every shader slot in my new br model tag. Then I went into your shader tag and changed the base map to the br bitmap. Signed and loaded it up but the model has a shiny yellow texture instead of the camo one. I also checked the model viewer in entity and the model looks fine in there but not in the game.
Posted: Wed May 21, 2008 10:51 am
by DarkShallFall
Evilsnowflakes wrote:Thanks for the tutorial but heres what I did
Imported a simple blank camo skin over the br skin. Then I built in your shader. I linked the shader to every shader slot in my new br model tag. Then I went into your shader tag and changed the base map to the br bitmap. Signed and loaded it up but the model has a shiny yellow texture instead of the camo one. I also checked the model viewer in entity and the model looks fine in there but not in the game.
Change all the bitmaps you must have missed one. The yellow is the smiley face on my bitmap.

Posted: Wed May 21, 2008 11:33 am
by Evilsnowflakes
Thanks, I got it to work, now all I have to do is to get entity to not give me an error when I inject models into single player maps.
Posted: Wed May 21, 2008 11:36 am
by DarkShallFall
Evilsnowflakes wrote:Thanks, I got it to work, now all I have to do is to get entity to not give me an error when I inject models into single player maps.
Inject the model in a multiplayer map, save the tags and buid it into your single player map.
Posted: Wed May 21, 2008 1:06 pm
by Evilsnowflakes
yeah I tried that and I always get a system out of memory exception, so I guess my computer has finally met its match, I've been amazed at what I was able to do with only 256mb of RAM but oh well, good thing I'm getting a laptop soon that should be fine as long as the programs run on vista. But anyways thanks for the help and now we'll get back on topic.
Edit: Scratch that, now its the non negative parameters error, anyways, once again, nice job on the shader.
Posted: Thu May 22, 2008 1:28 pm
by NotZachary82
If I may ask, would it be ok if you could tell us what edits we can do to a shader for this to work whenever? Or is this something that can only be done to a certain shader.
Posted: Thu May 22, 2008 2:57 pm
by DarkShallFall
NotZachary82 wrote:If I may ask, would it be ok if you could tell us what edits we can do to a shader for this to work whenever? Or is this something that can only be done to a certain shader.
I added 100% illumination and made the illum map the same as the base map.
Posted: Thu May 22, 2008 3:00 pm
by NotZachary82
DarkShallFall wrote:I added 100% illumination and made the illum map the same as the base map.
That's it?
=/
that was easy

Posted: Thu May 22, 2008 3:25 pm
by DarkShallFall
Indeed, the issue is its bleaches the colors and doesn't tend to lightmaps.