Darth Abbadon Posted April 8, 2002 Share Posted April 8, 2002 Originally posted by dan-o2 I would crawl over code as well, I've done it many a time with the chatgui's for t2, however, I mistakenly set word to open the .pk3 files instead of winzip. If anyone would inform me as to how I can set it to a different file for opening, it would be much obliged. (I've done this many times before as well. I'm just too headstrong or something. *shrug*) It would be useful if we knew what OS you are using so that we can give you an accurate solution.... Link to comment Share on other sites More sharing options...
Digital_Ronin Posted April 8, 2002 Author Share Posted April 8, 2002 An OS reference would be helpful, but in a general way: Ope Windows Explorer, open 'Extas' menu, select 'Folder Options' select 'File Types' search the .pk3, and edit the 'standard open with' setting Digital_Ronin Link to comment Share on other sites More sharing options...
dan-o2 Posted April 8, 2002 Share Posted April 8, 2002 I'm sorry, it's late and I knew I forgot something. I'm using windows 98. Link to comment Share on other sites More sharing options...
The Truthful Liar Posted April 8, 2002 Share Posted April 8, 2002 dan, What you do is: Open Explorer Click on 'Tools' Select 'Folder Options' Next, click on the 'File Types' tab .... let it load and read your file types .... Then Browse for that certain file type you want to change. Select the pk3 filetype or whatever Hit 'remove' (if you hit 'edit' you can choose another program to open that certain filetype) Cheers Link to comment Share on other sites More sharing options...
Digital_Ronin Posted April 8, 2002 Author Share Posted April 8, 2002 *grrrr* Still can't get this saber trail color thing to work. Frustrates me big time. I even went as far as HEX-editing the jk2x86.dll and indeed there is at least some understandable text in it, but nowhere near a control setting/routine for the trail color. Now, if just some developer would walk into this thread and give me a hint just how it works, my Jedi Dreams would be fulfilled. *sigh* Just why don't things like that happen outside of movie scripts? Digital_Ronin Link to comment Share on other sites More sharing options...
Ex-Dragon Posted April 8, 2002 Share Posted April 8, 2002 So why is a cyan lightsaber so special? Was it in a book or something? Link to comment Share on other sites More sharing options...
Digital_Ronin Posted April 9, 2002 Author Share Posted April 9, 2002 *erm*... no I just happen to be a bit cyan-crazed and... *erh* it looks neat and... ah, whatever. And btw, I have given up on finding a way to modify the trail color. Just nothing to be found that could do it. Guess I will have to wait until the source code is published. (not too likely in the near future ) Digital_Ronin Link to comment Share on other sites More sharing options...
Graphicsgod Posted April 10, 2002 Share Posted April 10, 2002 The reason you can't find that tga file, is because the game doesn't need one! Q3 will search for the only two file types it can read, tgas and jpegs. If you specify a tga in the shader, it will search for that tga. If there isn't one, it will load a jpeg with the same name. And vise versa. Tgas are only used if you need a mask layer. Which is odd since all of JO textures are jpegs. After searching the jpegs and tgas, I've come to the conclusion that this blue effect is in the shader files. Done similar to Q3's railgun. The images are black and white, but the code to change it is located in the shader file. As for which one in the JO shaders... I dunno. Still looking for that elusive code. I'll let you know if I find it. Link to comment Share on other sites More sharing options...
chiablo Posted April 10, 2002 Share Posted April 10, 2002 in the files section of jediknightII.net, there's a section labled sabers. in there there's a saber with a fire trail. perhaps you could alter that to be whatever you want. Imagine a light saber that has leonardo decaprio as the trail! Link to comment Share on other sites More sharing options...
Digital_Ronin Posted April 10, 2002 Author Share Posted April 10, 2002 but the code to change it is located in the shader file Hmm, I had been down that road for some time, and I even found a shader file dealing with sabers, but there was no color reference in it, neither 255,255,255 nor in alias-text. Still, I really hope you find something I didn't. Digital_Ronin Link to comment Share on other sites More sharing options...
Solarian Posted April 11, 2002 Share Posted April 11, 2002 Well, the recently released flame sabre, replaces the blurcore.jog and blurglow.jpg files, with flames, (not greyscale, coloured properly), they appear to translate into the game with that same colour ... however, the downside of this, is that every sabre takes on the flame effect blur. Would it not be possible to have, for example, the bluesabre pointing to blue_blurcore and blue_blurglow ... not the standard blurcore, and blurglow ... this way, you could simple change blue_blurcore to a ... say, cyan glow, instead of a blue one ... this way, each sabre has an individual glow and blur ? Just a thought, don't have time or experience to experiment with it myself, but it seems the game recognises the colours in the blurcore and blurglow files ... just a theory guys. Link to comment Share on other sites More sharing options...
Graphicsgod Posted April 11, 2002 Share Posted April 11, 2002 True, thats the easy way to do it. But that also makes all sabers that color/texture. Not exactly the way one wants to go if they just want to modify just one sabre. *cue X-files music* The code is out there,.... we just have to find it. Link to comment Share on other sites More sharing options...
Necro Posted April 11, 2002 Share Posted April 11, 2002 now ALL we need is for it NOT to replace an existing saber.. Link to comment Share on other sites More sharing options...
Digital_Ronin Posted April 11, 2002 Author Share Posted April 11, 2002 I toyed around with self-made trail textures for the last three hours (oh yes, me<---- geekboy!) and the result were somewhat... strange. I finally managed to get rid of the default blue glow by creating an own texture-jpg, after I had tried in vain to hue-modify the existent one many times. The results looked perfectly the same in PhotoPaint10, but the game still 'saw' and added a blue glow to the rim of the trail, whenever I used the modified default texture. Only when I really started from scratch with an empty 64x128 Jpeg, adding color shadings and all myself, it didn't. Just WHY? *grrr* I checked the image histograms and there simply wasn't a trace of blue in them. but still the engine added it. I guess it's a specific grey-value that wasn't sufficiently affected by the PP10 hue manipulator routine. Couldn't make it work, no matter what. Now, problem is: these selfmade Jpegs miss some of the transparency effect of the default one. It's not gone but for some reason it's weaker, making the sabertrail look more opaque when watched during 'force speed'. I will post an upgraded version of the cyan saber soon, but I'm not content with it yet. Digital_Ronin Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.