
grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 12, 2012 07:41 PM
Msg. 1 of 8
So I've made two custom jackal shield textures, one for normal and one for damaged, and would like to set it up so that when the shield is damaged it switches out the shaders. If at all possible i'd like to add a third in, in between them, so that it fades from normal, to damaged, to nearly dead, then goes off. i just don't know how to set this up. And i can't find the CMT spv3 jackals to reference. Thanks in advance for any advice\tips\help you can offer :)
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Kal825B
Joined: Jan 16, 2012
Last son of Krypt... Oh wait, i'm a clone.
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Posted: Oct 12, 2012 08:31 PM
Msg. 2 of 8
Did you see Tehlag's tutorial?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 12, 2012 08:56 PM
Msg. 3 of 8
The only on i saw was the one on doing the pulse. And that's not what i'm looking for. I want to know how to make it switch out the texture when being damaged. If he did do a tutorial on that, could you link me to it?
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teh lag
Joined: May 6, 2008
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Posted: Oct 12, 2012 08:56 PM
Msg. 4 of 8
Make two function exports (a out, b out, etc...) in your biped tag which are scaled by an import (a in, b in, etc...) set to the "recent shield damage" value (this is one of the import options listed at the top of the tag in Guerilla). The second function should be set to "inverse", so that its value is 1 minus the other's value. Make two versions of the shield shader(s): one for the damaged and one for the undamaged appearance. Make the damaged version of your shield shader fade according to the first function, and the undamaged version fade according to the second function.
You maybe could get a third version (or in fact an arbitrary number of versions) if you do something with bitmap scrolling using a step-count'd function (read some of Waffles' recent posts if you want to get an idea of what that is). This approach would also remove the need for multiple versions of the shader since you could contain all versions of the bitmap(s) in single bitmap. However you would of course need to do some of your own research on this, as at that point you'd basically be doing your own thing. Edited by teh lag on Oct 12, 2012 at 08:59 PM
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Oct 13, 2012 05:47 PM
Msg. 5 of 8
Do you need two shaders? I'm not a visuals guy, but I was under the impression that you would make a multipurpose bitmap for the same shader, and then set the color change to scale by damage.
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teh lag
Joined: May 6, 2008
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Posted: Oct 13, 2012 05:58 PM
Msg. 6 of 8
Quote: --- Original message by: The Cereal Killer Do you need two shaders? I'm not a visuals guy, but I was under the impression that you would make a multipurpose bitmap for the same shader, and then set the color change to scale by damage. Multipurpose maps have nothing to do with this as they are only used for the shader_model type. What we're talking about is done with shader_transparent_chicagos. If you wanted to apply such an effect to a shader_model than that is probably how you would do it though. Edited by teh lag on Oct 13, 2012 at 05:59 PM
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Oct 13, 2012 06:16 PM
Msg. 7 of 8
Quote: --- Original message by: teh lagQuote: --- Original message by: The Cereal Killer Do you need two shaders? I'm not a visuals guy, but I was under the impression that you would make a multipurpose bitmap for the same shader, and then set the color change to scale by damage. Multipurpose maps have nothing to do with this as they are only used for the shader_model type. What we're talking about is done with shader_transparent_chicagos. If you wanted to apply such an effect to a shader_model than that is probably how you would do it though. Right train, wrong tracks, gotcha.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Oct 14, 2012 08:53 AM
Msg. 8 of 8
How intriguing. I'm learning so much. Thank you all for all of the help and collaboration you've given, i greatly appreciate it, and thank you for teaching me all of this, i think it will come in handy in the future :) i'm not able to test these right now, but i will later and get back to you with the results of how it turned out. Thanks, guys.
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