nUllSkillZ
18th June 2006, 18:33
Hi,
while still looking for a possibility to visualize the flakjacket of a level 4 engineer I accidently created some kind of "glowskin":
http://www.nullskillz.de/et/mods/glowskins/glowskin_001.jpg
models/players/temperate/allied/engineer/body_engineer.skin:
md3_back, "models/players/temperate/allied/engineer/acc/backpack.md3"
md3_hat, "models/players/temperate/allied/helmet.md3"
md3_rank, "models/players/temperate/common/rank_helmet.md3"
l_legs, "models/players/temperate/allied/leg01.tga"
u_body, "models/players/temperate/allied/engineer/glowskin.tga"
u_rthand, "models/players/temperate/allied/engineer/body.tga"
u_lfthand, "models/players/temperate/allied/engineer/body.tga"
scripts/glowskins.shader:
models/players/temperate/allied/engineer/glowskin
{
//cull none
//implicitMap -
{
map models/players/temperate/allied/engineer/body.tga
blendfunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map textures/effects/adrenalinered.tga
blendfunc GL_ONE GL_ONE
tcGen environment
tcmod rotate 30
tcmod scroll 1 .1
}
}
As I don't know much about shader (same as for other things) I'm not sure if the shader could be simplified.
The "adrenalinered.tga" is used from the "Powerup Visualization"-mod (originally a Q3 texture).
Have fun.
Note:
Originally I wanted to create a skin as in the following tutorial:
Shaders: Glow/Pulse tutorial (http://dynamic.gamespy.com/~tabun/tutorial/tut_shader2.php3)
But it didn't work as I wanted.
That's where the lines of the first stage in the shader are from.
while still looking for a possibility to visualize the flakjacket of a level 4 engineer I accidently created some kind of "glowskin":
http://www.nullskillz.de/et/mods/glowskins/glowskin_001.jpg
models/players/temperate/allied/engineer/body_engineer.skin:
md3_back, "models/players/temperate/allied/engineer/acc/backpack.md3"
md3_hat, "models/players/temperate/allied/helmet.md3"
md3_rank, "models/players/temperate/common/rank_helmet.md3"
l_legs, "models/players/temperate/allied/leg01.tga"
u_body, "models/players/temperate/allied/engineer/glowskin.tga"
u_rthand, "models/players/temperate/allied/engineer/body.tga"
u_lfthand, "models/players/temperate/allied/engineer/body.tga"
scripts/glowskins.shader:
models/players/temperate/allied/engineer/glowskin
{
//cull none
//implicitMap -
{
map models/players/temperate/allied/engineer/body.tga
blendfunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map textures/effects/adrenalinered.tga
blendfunc GL_ONE GL_ONE
tcGen environment
tcmod rotate 30
tcmod scroll 1 .1
}
}
As I don't know much about shader (same as for other things) I'm not sure if the shader could be simplified.
The "adrenalinered.tga" is used from the "Powerup Visualization"-mod (originally a Q3 texture).
Have fun.
Note:
Originally I wanted to create a skin as in the following tutorial:
Shaders: Glow/Pulse tutorial (http://dynamic.gamespy.com/~tabun/tutorial/tut_shader2.php3)
But it didn't work as I wanted.
That's where the lines of the first stage in the shader are from.