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View Full Version : "applying the ghost shader"...


boinga1
02-11-2003, 11:04 PM
ok, all those 'ghost' skins...they all say they just 'applied' the morgan shader to do it, and i understand the morganghost shader in the players.shader, but errmm...now would i 'apply' the ghost shader to a custom skin/model?

boinga1
02-13-2003, 09:45 PM
[?]umm OK...BUMP please can no one help me?[/?]

Higginson
02-14-2003, 08:12 AM
i hav no idea if this will work, but couldnt u just make a folder called shaders, thn put the ghost shader in and rename the shader to the player name eg. kyle? just an idea.

zeek2304
02-14-2003, 01:11 PM
Just try opening up the shader, renaming everything that has to do with morgan kyle. Mainly the locations and stuff. But if it is a custom model you might have to rename the extensions alltogether. But it shouldn't be too complicated.

boinga1
02-20-2003, 11:46 PM
yah i guess...but what if it's a shader with more image files than morgan?

ksk h2o
02-21-2003, 06:06 AM
in the root direcotry for you model, where you have the models folder, and the sounds folder and the bots folders (if they exist) you need to create a folder called shaders.

In there, copy the shader file for morgan.

open up the morgan.shader (or whatever it's named) with notepad, and edit the lines where you see models/players/morgan/thetexturename.tga with the texture file pathc for your model.

you do not want to edit the path for the effect though (the blue glow), just the paths for the morgan skin to your model's skin.

rename the shader with your model name and voila!

KaiaSowapit
02-24-2003, 09:35 PM
Pending Kman's approval, here's a shader I made for his fantastic Yoda model that gives it that "Blue Glowie" look, just like Morgan's Ghost in SP:


models/players/yoda/h_alpha
{
q3map_nolightmap
{
map models/players/yoda/h_alpha.tga
alphaFunc GE192
depthWrite
rgbGen lightingDiffuse
}
{
map models/players/yoda/h_alpha.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen lightingDiffuse
alphaGen wave sin 0.7 0.1 0.1 0.1
}
{
map models/players/morgan/blue_glow
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.9 0.1 0.1 0.1
}
}


models/players/yoda/yoda_head
{
surfaceparm metalsteps
q3map_nolightmap
sort seeThrough
{
map models/players/yoda/yoda_head.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
rgbGen lightingDiffuse
alphaGen wave sin 0.7 0.1 0.1 0.1
}
{
map models/players/morgan/blue_glow
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.9 0.1 0.1 0.1
}
}

models/players/yoda/yoda_body
{
q3map_nolightmap
{
map models/players/yoda/yoda_body.jpg
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
rgbGen lightingDiffuse
alphaGen wave sin 0.7 0.1 0.1 0.1
}
{
map models/players/morgan/blue_glow
blendFunc GL_ONE GL_ONE
rgbGen wave sin 0.9 0.1 0.1 0.1
}
}


Hope that helps!

boinga1
02-25-2003, 12:11 AM
yah, i got it, thanks khk h2o. just for the record, there is already a yodaghost out there. For a cool effect, though, you could make the red skin glow red by changing the "blue_glow.jog" to red, then telling the shader to use that instead of the blue_low.