RedNight Posted April 3, 2002 Share Posted April 3, 2002 Just a thought but maybe the blur color has something to do with the color of the light the saber casts? If you can find out how to change that then maybe you can change the blur color. Link to comment Share on other sites More sharing options...
UniKorn Posted April 3, 2002 Share Posted April 3, 2002 You can send me the stuff now if you want, i'm at home wrld_unikorn@hotmail.com Link to comment Share on other sites More sharing options...
billcow Posted April 3, 2002 Share Posted April 3, 2002 I got rid of the yellow glow: available on my site is a pk3 file with the saber mod: http://billcow0.tripod.com/whitesaber.pk3 I did two things: recolored the images commented out the "rgbgen vertex" lines (mentioned earlier). The only problem is that the light cast on the ground is still yellow, and the other sabers also are sans-colored-glow. Next thing is to look at the models for the vertex color (that would only affect the yellow saber, and it would change the color of the light created as well... if there are different models for each saber color that is...) Link to comment Share on other sites More sharing options...
Garik Loran Posted April 3, 2002 Share Posted April 3, 2002 Yep. This also works when you change rgbGen vertex to rgbGen identity, but that also affects the other sabers. So the vertext must be in the model. Do you know which model it is? Link to comment Share on other sites More sharing options...
SuperSumo Posted April 3, 2002 Share Posted April 3, 2002 ok, maybe I'm just stupid but I can't get this to work at all. I extracted the files and change the colors and everything, zip them back up, but when I start the game it doesn't work. Is there something specific I should be naming the .pk3 file. Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
Jaxy Posted April 3, 2002 Author Share Posted April 3, 2002 Hrmmm...that link isn't working for me...neither is the site itself. Did you take it down? Link to comment Share on other sites More sharing options...
billcow Posted April 3, 2002 Share Posted April 3, 2002 I looked through the assets0.pk3 and found the models for the saber handles, (in models\weapons2) but they didn't have any blades attached to them. Nor did it reference any of the glow textures. The next step is to wait for the SDK to be released; that will surely allow us to change the sabers however we want. [edit] ****! Tripod won't let me link to the files on my site. Sorry, there's not much I can do, my actual web site is on my own computer, and it's currently down (MySQL stopped working so the page doesn't work either). Not to mention that I turn my computer off except from about 3 pm to 9 pm EST. Link to comment Share on other sites More sharing options...
FrogLeggs Posted April 4, 2002 Share Posted April 4, 2002 Well the blur dot texture is I belive what is casted on the ground when u have ur sabre extended. Could the RGB Vertex have something to do w/ another shader ???? I'm looking into it as we speak ..err I type : I really want a BLACK sabre w/ a purple glow :D Link to comment Share on other sites More sharing options...
FrogLeggs Posted April 4, 2002 Share Posted April 4, 2002 Well I'm seeing some mention of sabre flares and effects in the effects.shader ..... maybe they have it stread out threw different shaders ?? there is also a yellow glow shader in there that uses the .tga yellow glow file in the sabre model directory. Link to comment Share on other sites More sharing options...
UniKorn Posted April 4, 2002 Share Posted April 4, 2002 The saber flare is the effect you see when two sabers hit each other. The yellow_glow is used for a texture. Link to comment Share on other sites More sharing options...
CrazyJedi Posted April 4, 2002 Share Posted April 4, 2002 I can't remember what it's called, but I think I found the image for the glow on the ground. I just unzipped the .pk3 and did a search for "orange", and I *think* one of the ones I found was the one responsible for the glow. I did this yesterday though, so I might be not be remembering correctly. Link to comment Share on other sites More sharing options...
fabrikashon Posted April 4, 2002 Share Posted April 4, 2002 I've been trying to get a new saber colour selectable under the player menu. I've looked at ingame_player.menu in assets1.pk3 but I've had no luck understanding where the colours for choosing are entered. Maybe someone else might know it. I've added in extra code for the colour I named my files under sabers and ui.shader yet it doesn't appear automatically. assets1.pk3/ui/jk2mp/ingame_player.menu Link to comment Share on other sites More sharing options...
Garik Loran Posted April 4, 2002 Share Posted April 4, 2002 It is not possible to add a saber, just replace old ones. For the menu you have to search for this files from the assets0.pk3, and this works: /menu/art/fx_color /menu/art/saber_color /menu/art/saber_color_glow /menu/art/saber_color_glow2 choose the color you want and replace these textures with your new ones. You can rename that files, but than you have to search for the filesnames in all files from assets0 and assets1, open the search results with a texteditor and replace the filenames with yours, but that wouldn't make sense at the moment. Link to comment Share on other sites More sharing options...
Garik Loran Posted April 4, 2002 Share Posted April 4, 2002 A black saber is not really possible, because everything in the textures that is some sort of black is transparent in the game. I tried it, look at this: Link to comment Share on other sites More sharing options...
Yevin Orion Posted April 5, 2002 Share Posted April 5, 2002 Anyone thought of doing a teal/aqua saber? I think that'd be cool.... something like THIS Link to comment Share on other sites More sharing options...
Yevin Orion Posted April 5, 2002 Share Posted April 5, 2002 Anyone thought of doing a teal/aqua saber? I think that'd be cool.... something like THIS Link to comment Share on other sites More sharing options...
billcow Posted April 5, 2002 Share Posted April 5, 2002 Garik: the black shows up as transparent 'cause of the additive blend mode used in the shader. Change the line in the shader that says "blendFunc GL_ONE GL_ONE" to read "blendFunc FILTER". Then create a saber map with a black core and white background. this should give you a saber that takes away from the stuff behind it rather than adding to it. Yevin: A teal saber would be easy, but until the sdk comes out, it would have to replace another saber, and the glow on the ground would be that saber's color, and the streched out part when you swing would also be the wrong color. Link to comment Share on other sites More sharing options...
Garik Loran Posted April 5, 2002 Share Posted April 5, 2002 Cool, thanx for the hint. I will play with this option the next days, so maybe I can make more interesting sabers. :D Link to comment Share on other sites More sharing options...
XaiverMerlyn Posted April 7, 2002 Share Posted April 7, 2002 The true bane of all this is not having RB&G slider bars for lightsaber color. Modders, here is your challenge!!! Raven, it is our request!! Link to comment Share on other sites More sharing options...
maxiron Posted April 8, 2002 Share Posted April 8, 2002 I know this is late in the post but I just have to ask cuz meesa going krazy....... I have been trying to change the color of a saber jpg from the .pk3 with PhotoShop and when I save it, it changes the file size from 2k to 6k. Does the file size matter? If so, how do I save it to the correct size? Help! Link to comment Share on other sites More sharing options...
billcow Posted April 8, 2002 Share Posted April 8, 2002 The size of the jpeg does NOT matter. I'm not completely sure, but I think the coding for JPEG compression only changes with quality (which is causing the different size, btw) when compressing, but not reading. Link to comment Share on other sites More sharing options...
Raptor386 Posted April 8, 2002 Share Posted April 8, 2002 Hmm... I figure that the saber colors are defined in the game code. So (for MP), the cvar color1 has 6 values, 0-5, that select the saber color. Each value is probably accociated with the textures (glow and line) for the appropriate color, then the light source is set to that rgb color value and (possibly) a simple rgb filter is applied to the greyscale blur texture. This would explain why we can't add sabers, change the light color, or change the blur color. (I heard that you can change the blur map color, but all the sabers end up with that color of blur) That's how I think it works... But I could be wrong, it's mostly theoretical at the moment. So until the sdk comes out, we're kinda stuck. Link to comment Share on other sites More sharing options...
maxiron Posted April 8, 2002 Share Posted April 8, 2002 billcow - Thanks for the feedback. I did try to change the quality between high, mid and low. The best I could do is get it down to 5k. If the JPEG size doesn't matter, then I must be doing something else wrong to get it to work. Link to comment Share on other sites More sharing options...
Garik Loran Posted April 9, 2002 Share Posted April 9, 2002 @ Raptor386 Hm, you are right. I searched all the files for the color1 value, but there is no connection we could use for editing the colors of blur and glow. The only thing that color1 does is changing the saber to the 6 colors that are in the game. Link to comment Share on other sites More sharing options...
WitchDrAsh Posted April 9, 2002 Share Posted April 9, 2002 I would have assumed that the Quake 3 Engine itself colours the sabers as it is capable of giving an RGB value to a greyscale and recolouring it.. Adding RGB sliders would be pretty easy as far as mods go allowing any RGB value to be assigned to a saber, but would require both a user and server-side mod, so without additional features I suspect it wouldn't take off. WDA Link to comment Share on other sites More sharing options...
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