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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. Just some more screenshots: And a render, not in an in game screenshot though:
  2. I finished up some Zevestivan fields: Sure I'll join as soon as I have some time.
  3. 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.
  4. 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.
  5. Well I tried out Wraitii's chrome shader, tah dah:
  6. That third screenshot looks pretty much perfect.
  7. 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.
  8. 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.
  9. How would I go about making a texture I have on my model use the model_water shader?
  10. 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:
  11. 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.
  12. Hooray I got it to glow, it looks like postproc = true was the culprit. Thank you very much for helping me figure that out:
  13. The is a close enough visual for now, how exactly did you get it to work?
  14. 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
  15. Ill have something to show in a few days. I've been too obsessive trying to get glows to work still.
  16. 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.
  17. Would "<define name="USE_SPECULAR_MAP" value="1"/>" go into the basic_glow.xml file? Which xml would I put "USE_SELF_LIGHT" in?
  18. I've attached them to the post jev_crystal.zip
  19. 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.
  20. 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?
  21. 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>
  22. 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.
  23. Setting that setting to true in the config doesn't seem to have an effect on glow.
  24. 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:
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