Shader For Injected Models

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DarkShallFall




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Shader For Injected Models

Post by DarkShallFall »

TagName:
scenarios\objects\multi\DarkShallFall\injected_model\shader
Info:
The shader will work with the active camo power up but it will not tend to lightmaps that well.

Watch the injected models shader below.

Before:
Image
After:
Image
Attachments
Injected Model Shader.rar
(203.34 KiB) Downloaded 17 times
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Post by UpsetSpy »

That makes you my best friend 8) ...I might actually finish Gridiron CE cuz of that.
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Post by xlRainlx »

its not perfect but certainly good. :wink:
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Post by DrXThirst »

I don't see any difference at all. I've been watching both of them for like 5 minutes.

What am I missing?
I see a sniper on the ground on the second one...
Is that all?
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Post by DarkShallFall »

DrXThirst wrote:I don't see any difference at all. I've been watching both of them for like 5 minutes.

What am I missing?
I see a sniper on the ground on the second one...
Is that all?
I fixed the random shadows that appear. Notice the random shadows in the before picture?
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Post by Domnio »

how did you fix the shader to do that?

I thought new injected models mess up the way light map hits the model so does this mean you could make an injected model become perfectly in sync with the light map? as if it was an original game model?
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DarkShallFall




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Post by DarkShallFall »

Domnio wrote:how did you fix the shader to do that?

I thought new injected models mess up the way light map hits the model so does this mean you could make an injected model become perfectly in sync with the light map? as if it was an original game model?
No bump mapping. Doesn't get darker with light maps only stays the same shade. Also a very small about of very light shadows some times.
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Post by T1xAnton »

Looks great! Good job. Could of used this back in 05/06. D:
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Post by Evilsnowflakes »

Do you think you can put up a little tutorial on where to put this so it gets the correct effect, I thought you did it in the mode tag but for some reason its not working there. So I'm probably doing it wrong.
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Post by DarkShallFall »

Build in the shader.
Open your model and link the shader.
Go to the shader and edit the bitmap attached.
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Post by Dragonfire »

DarkShallFall wrote:Build in the shader.
Open your model and link the shader.
Go to the shader and edit the bitmap attached.
So if I have multiple models that need this, then i gotta dup this for every model? :?
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Post by Evilsnowflakes »

Thanks for the tutorial but heres what I did

Imported a simple blank camo skin over the br skin. Then I built in your shader. I linked the shader to every shader slot in my new br model tag. Then I went into your shader tag and changed the base map to the br bitmap. Signed and loaded it up but the model has a shiny yellow texture instead of the camo one. I also checked the model viewer in entity and the model looks fine in there but not in the game.
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Post by DarkShallFall »

Evilsnowflakes wrote:Thanks for the tutorial but heres what I did

Imported a simple blank camo skin over the br skin. Then I built in your shader. I linked the shader to every shader slot in my new br model tag. Then I went into your shader tag and changed the base map to the br bitmap. Signed and loaded it up but the model has a shiny yellow texture instead of the camo one. I also checked the model viewer in entity and the model looks fine in there but not in the game.
Change all the bitmaps you must have missed one. The yellow is the smiley face on my bitmap. :D
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Post by Evilsnowflakes »

Thanks, I got it to work, now all I have to do is to get entity to not give me an error when I inject models into single player maps.
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Post by DarkShallFall »

Evilsnowflakes wrote:Thanks, I got it to work, now all I have to do is to get entity to not give me an error when I inject models into single player maps.
Inject the model in a multiplayer map, save the tags and buid it into your single player map.
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Post by Evilsnowflakes »

yeah I tried that and I always get a system out of memory exception, so I guess my computer has finally met its match, I've been amazed at what I was able to do with only 256mb of RAM but oh well, good thing I'm getting a laptop soon that should be fine as long as the programs run on vista. But anyways thanks for the help and now we'll get back on topic.

Edit: Scratch that, now its the non negative parameters error, anyways, once again, nice job on the shader.
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Post by NotZachary82 »

If I may ask, would it be ok if you could tell us what edits we can do to a shader for this to work whenever? Or is this something that can only be done to a certain shader.
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Post by DarkShallFall »

NotZachary82 wrote:If I may ask, would it be ok if you could tell us what edits we can do to a shader for this to work whenever? Or is this something that can only be done to a certain shader.
I added 100% illumination and made the illum map the same as the base map.
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Post by NotZachary82 »

DarkShallFall wrote:I added 100% illumination and made the illum map the same as the base map.
That's it?

=/

that was easy :P
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Post by DarkShallFall »

Indeed, the issue is its bleaches the colors and doesn't tend to lightmaps.
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