For the last few weeks I've been working on the JKUP, adding small cog verbs and documenting the exe, as well as experimenting with a few ideas I had. The first two being translucent lightsaber and additive blending, the former to let me use the standard JK system with a GSX-look, and the later to improve the look overall. I've successfully achieved both.
These next few were just recently taken:
A lot is going on there, from changing the lightsabers face flags to 0x2 (translucent) to telling the engine when to apply additive blending. Additive blending will only apply to a surface which has the following characteristics:
1. It's translucent.
2. It's material is transparent.
The additive blending uses the color channels as a blending source, not the alpha channel. This allows us to use full-resolution textures and still get proper alpha blending. No more texture stretching to achieve glows!
There's still a few issues with translucent lightsabers, namely the usual clipping you get from alpha blending geometry. I have a general idea on how to fix it, I just need to get an implementation done.
I'm hoping to change the additive blending to use a flag system which enables us to specify exactly which surfaces should have it and which ones should use the color channels as a blend source, this way we can use color channels with non-additive blending as well. This would make it more customizable and would solve any compatibility issues with already-existing content from other mods/maps.
So yep.. wish me luck.
These next few were just recently taken:
A lot is going on there, from changing the lightsabers face flags to 0x2 (translucent) to telling the engine when to apply additive blending. Additive blending will only apply to a surface which has the following characteristics:
1. It's translucent.
2. It's material is transparent.
The additive blending uses the color channels as a blending source, not the alpha channel. This allows us to use full-resolution textures and still get proper alpha blending. No more texture stretching to achieve glows!
There's still a few issues with translucent lightsabers, namely the usual clipping you get from alpha blending geometry. I have a general idea on how to fix it, I just need to get an implementation done.
I'm hoping to change the additive blending to use a flag system which enables us to specify exactly which surfaces should have it and which ones should use the color channels as a blend source, this way we can use color channels with non-additive blending as well. This would make it more customizable and would solve any compatibility issues with already-existing content from other mods/maps.
So yep.. wish me luck.