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11-18-2012, 08:15 PM
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#1
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Rookie
Join Date: Apr 2010
Location: Serbia, Outer Rim
Posts: 94
Current Game: Star Wars: The Old Republic
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Projectiles and shaders
My question is this: is it possible to assign environment maps (like cm_baremetal or similar ones) to weapon projectiles? I don't know if projectiles are models or simply sprites, but what I'm trying to do is make the sonic weapon projectiles use the cloaking device shader (the transparent thingy you see on a player when you activate a stealth field generator). I want to make the sonic projectiles look more like the projectiles fired by Geonosian sonic blasters in AOTC.
I'm more of a '3d fabricator' than a '3d modeller', meaning I prefer to construct things from reference, blueprints or schematics rather than to design stuff of my own.
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11-19-2012, 06:28 AM
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#2
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Foxy Boxes!
Join Date: May 2007
Location: Tinternet
Posts: 3,304
Current Game: TOR.. Still want K3 though! :(
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I've not actually played around with ammunition types myself for a long time, but if memory serves, they are indeed models.
This thread here should help you. 
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11-20-2012, 07:51 AM
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#3
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Rookie
Join Date: Apr 2010
Location: Serbia, Outer Rim
Posts: 94
Current Game: Star Wars: The Old Republic
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Thanks for the info! Unfortunately, after some time looking into this, I've found that all the blaster bolts/ammunition/projectile models use different models, but apparently the same texture, and that assigning that shader to any of the textures would end up making all the blaster bolts fired in the game translucent.
Oh well, back to the drawing board
I'm more of a '3d fabricator' than a '3d modeller', meaning I prefer to construct things from reference, blueprints or schematics rather than to design stuff of my own.
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11-20-2012, 08:00 AM
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#4
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Foxy Boxes!
Join Date: May 2007
Location: Tinternet
Posts: 3,304
Current Game: TOR.. Still want K3 though! :(
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Why not just apply a different texture to the model?
Looking for a reliable place to host your KotOR and TSL mods? Look no further than KotORFiles!
We have a great team, who will be sure to get your mod uploaded ASAP, after you submit. We also get 1000's of visitors every day, so your file is sure to get noticed!
You can watch my KotOR and TSL video's on YouTube!
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11-20-2012, 07:24 PM
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#5
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Rookie
Join Date: Apr 2010
Location: Serbia, Outer Rim
Posts: 94
Current Game: Star Wars: The Old Republic
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Quote:
Originally Posted by Marius Fett
Why not just apply a different texture to the model?
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I can't find the model... in the K1 models.bif, the model is absolutely nowhere to be found. looked in other bifs too, but no w_laserfire_ anywere! Otherwise I would've done it yesterday
I'm more of a '3d fabricator' than a '3d modeller', meaning I prefer to construct things from reference, blueprints or schematics rather than to design stuff of my own.
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11-20-2012, 07:33 PM
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#6
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,149
Current Game: Fallout: New Vegas
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It might be in items.bif. That's where all the weapon models are, anyway.
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11-20-2012, 07:37 PM
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#7
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Rookie
Join Date: Apr 2010
Location: Serbia, Outer Rim
Posts: 94
Current Game: Star Wars: The Old Republic
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Quote:
Originally Posted by Fallen Guardian
It might be in items.bif. That's where all the weapon models are, anyway.
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DAMN. Never saw it in a million years, looked like 3 times across the whole list in that bif and couldn't see it. Maybe I was trying too hard and it gave me the slip.
Okay, from what I can see here, the w_laserfire_s is just a model with no texture, no transparency, and completely white. Problem.
What I'll have to do now is take the texture for the 'power blast' projectile and edit it so it vaguely resembles some type of sonic distortion in the air. Then I'll try applying the environment map used by the stealth field (dunno what envmap that is, a little help here?). After that, I'll let you know what happens.
I'm more of a '3d fabricator' than a '3d modeller', meaning I prefer to construct things from reference, blueprints or schematics rather than to design stuff of my own.
Last edited by SimonKTemplar; 11-20-2012 at 07:50 PM.
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