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Posts
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Everything posted by The Undying Nephalim
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Just some more screenshots: And a render, not in an in game screenshot though:
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I finished up some Zevestivan fields: Sure I'll join as soon as I have some time.
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I am the only person working on this. I can usually figure out how things work with just some guidance so that should work out.
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I guess my next question is if there is an example of a unit or building that has a passive ability that removes objects around it and/or replaces objects around it. One of my races terra-forms the ground around their buildings, and I'd really like every rock/bush/tree to replace themselves into little crystalline objects when the building is done. It looks kind of weird having a crystalline ground decal and then tropical palm trees and desert rocks sitting on top of it.
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- 219 replies
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That third screenshot looks pretty much perfect.
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Thank you so much. I've messed with some of the fs and vs files... seeing void main() brought back nightmares of old C++ classes I took years ago.
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Well I messed with water materials/shaders and ended up with this: If only I could just get the model's assigned texture to appear in addition to the skybox, at maybe a 50% to 75% transparency then the chrome effect should look convincing enough. I can't seem to find a way to pull that off in any of the shader files though. Either the texture shows up and no skybox, or skybox shows up and no textures. I can't seem to get either to blend in any way.
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How would I go about making a texture I have on my model use the model_water shader?
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Hmm the high spec doesn't really give a chrome effect, it brightens it up like a glowing light source. Well, here's the building anyway, hopefully reflections are possible:
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It is possible to at least have partial reflections on a unit or building's texture like water does? I'm going for a chrome effect for one of my races and it would be awesome if it could be done. I supposed I can live without the feature if not though.
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Hooray I got it to glow, it looks like postproc = true was the culprit. Thank you very much for helping me figure that out:
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The is a close enough visual for now, how exactly did you get it to work?
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I do only have one UV map.
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I've attached the files to the post. I'm not sure if it's relevant, but I should point out that I'm using this actor as a prop attached to another actor. crystal_glows.zip
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Ill have something to show in a few days. I've been too obsessive trying to get glows to work still.
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I have them both set to 1 in basic_glow.xml and.... my texture still wont glow. I should probably work on something else in the meantime and come back to glows later.
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Would "<define name="USE_SPECULAR_MAP" value="1"/>" go into the basic_glow.xml file? Which xml would I put "USE_SELF_LIGHT" in?
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I've attached them to the post jev_crystal.zip
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Yes indeed. I've tried both .dds and .png format, with alpha channels completely white or black. No matter what I do there's absolutely no change or effect on how illuminated the texture is.
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I've messed with the Spec map's alpha, even having it as nothing but white and there's still no self illumination or glow effect on my texture. I'm guessing I have to throw "USE_SELF_LIGHT" into an .xml actor somewhere?
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Here it is: <?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant> <mesh>structural/jev_anchor1_cry.dae</mesh> <textures> <texture file="structural/jev_crystal1.dds" name="baseTex"/> <texture file="structural/jev_crystal1_spec.dds" name="specTex"/> </textures> </variant> </group> <material>basic_glow.xml</material></actor>
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I did and it still seems to have no effect. I even set it as high as 10 and there seems to be no glow/self illumination still.
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Setting that setting to true in the config doesn't seem to have an effect on glow.
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Hmm I tried that out, seems to have no effect. I am using it on a prop that the building uses, here's my .xml in case I made a different mistake: