Scopes colours?

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Triicky
Colour Sergeant
Posts: 86
Joined: Thu May 08, 2003 6:18 pm

Scopes colours?

Post by Triicky »

Hey guys i just wanted to know if you can change the colour of the scope? is it possible ? couse it always comes up black!

tricky please write back asap
"just because you cut of their heads doesnt mean their dead"
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Serph
Major
Posts: 278
Joined: Wed Jun 11, 2003 5:23 pm
Location: Barrie, Ontario Canada
Contact:

Post by Serph »

yes, theres tutorials for this for PSP ARGHH I USE PS ITS 399999999 times better then PSP and all the scoping tuts on PSP err! lol

my frustration... I think you have to use alpha channels or something?
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~serph~
User avatar
Jack Ruby
General
Posts: 1443
Joined: Fri Feb 07, 2003 12:20 am
Location: london

Post by Jack Ruby »

I use photoshop, I just made a scope, want me to make a quick tutorial, its pretty simple, only need to edit images, no script :)

Let me know if you want me to explain.

Heres what I made.

Image

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Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
User avatar
Jack Ruby
General
Posts: 1443
Joined: Fri Feb 07, 2003 12:20 am
Location: london

Post by Jack Ruby »

Well I got a shader from somewhere, but I am getting a weird effect around the crosshairs..

First the shader then a pic of the glow effect on the crosshairs,

qtextures/hud/crosshair
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
map textures/hud/crosshair.tga
}
}

//-------------------------------------------
// These are the HUD icons for weapon classes
//-------------------------------------------

// Overlay for when the player doesn't have the weapon
textures/hud/weap_empty_old
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
map textures/hud/weap_empty.tga
}
}

textures/hud/weap_empty
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
// rgbGen const .3 .3 .3
// alphaGen const .6
// map $whiteimage
}
}

textures/hud/weap_grenade_x
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
// rgbGen const .3 .3 .3
// alphaGen const .6
// map $whiteimage
map textures/hud/weap_grenade_x.tga
}
}

textures/hud/weap_heavy_x
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
// rgbGen const .3 .3 .3
// alphaGen const .6
// map $whiteimage
map textures/hud/weap_heavy_x.tga
}
}

textures/hud/weap_pistol_x
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
// rgbGen const .3 .3 .3
// alphaGen const .6
// map $whiteimage
map textures/hud/weap_pistol_x.tga
}
}

textures/hud/weap_rifle_x
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
// rgbGen const .3 .3 .3
// alphaGen const .6
// map $whiteimage
map textures/hud/weap_rifle_x.tga
}
}

textures/hud/weap_mg_x
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
// rgbGen const .3 .3 .3
// alphaGen const .6
// map $whiteimage
map textures/hud/weap_mg_x.tga
}
}

textures/hud/weap_smg_x
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
// rgbGen const .3 .3 .3
// alphaGen const .6
// map $whiteimage
map textures/hud/weap_smg_x.tga
}
}
// Overlay for when the weapon is equipped
textures/hud/weap_equipped
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave sin .75 .25 0 .5
alphaGen oneMinusVertex
map textures/hud/weap_selected.tga
}
}

textures/hud/weap_grenade_s
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen wave sin .75 .25 0 .5
alphaGen oneMinusVertex
map textures/hud/weap_grenade_s.tga
}
}

textures/hud/weap_heavy_s
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen wave sin .75 .25 0 .5
alphaGen oneMinusVertex
map textures/hud/weap_heavy_s.tga
}
}

textures/hud/weap_pistol_s
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen wave sin .75 .25 0 .5
alphaGen oneMinusVertex
map textures/hud/weap_pistol_s.tga
}
}

textures/hud/weap_rifle_s
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen wave sin .75 .25 0 .5
alphaGen oneMinusVertex
map textures/hud/weap_rifle_s.tga
}
}

textures/hud/weap_mg_s
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen wave sin .75 .25 0 .5
alphaGen oneMinusVertex
map textures/hud/weap_mg_s.tga
}
}

textures/hud/weap_smg_s
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen wave sin .75 .25 0 .5
alphaGen oneMinusVertex
map textures/hud/weap_smg_s.tga
}
}

textures/hud/weap_pistol
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
map textures/hud/weap_pistol.tga
}
}

textures/hud/weap_rifle
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
map textures/hud/weap_rifle.tga
}
}

textures/hud/weap_smg
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
map textures/hud/weap_smg.tga
}
}

textures/hud/weap_mg
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
alphaGen oneMinusVertex
map textures/hud/weap_mg.tga
}
}

textures/hud/weap_grenade
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
map textures/hud/weap_grenade.tga
}
}

textures/hud/weap_heavy
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
map textures/hud/weap_heavy.tga
}
}

//-------------------------------------
// These are the HUD icons for items
//-------------------------------------

textures/hud/item_empty
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
map textures/hud/item_empty.tga
}
}

textures/hud/item_highlight
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc GL_SRC_ALPHA GL_ONE // this is an additive blend that can be controled with the alpha level
rgbGen wave sin .75 .25 0 .5
alphaGen oneMinusVertex
map textures/hud/item_selected.tga
}
}

textures/hud/item_camera
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_camera.tga
}
}

textures/hud/item_binoculars
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/binoc3.tga
}
}

textures/hud/item_bangalore
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/bangalores.tga
}
}

textures/hud/item_battery
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/battery.tga
}
}

textures/hud/item_clipboard
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/clipboard.tga
}
}

textures/hud/item_explosive
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/explosives.tga
}
}

textures/hud/item_radio_explosive
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_radio_explosive.tga
}
}

textures/hud/item_gasmask
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/gasmask.tga
}
}

textures/hud/item_papers1
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_papers2.tga
}
}

textures/hud/item_papers2
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_papers1.tga
}
}

textures/hud/item_wirecutters
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/wirecutters.tga
}
}

textures/hud/item_radio
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/radio1.tga
}
}

textures/hud/item_radar_blueprints
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_radar_blueprints.tga
}
}

textures/hud/item_radar_notes
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_radar_notes.tga
}
}

textures/hud/item_uboat_blueprints
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_uboat_blueprints.tga
}
}

textures/hud/item_uboat_notes
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_uboat_notes.tga
}
}

textures/hud/item_uniform
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_uniform.tga
}
}

textures/hud/item_stg44_blueprints
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_stg44_blueprints.tga
}
}

textures/hud/item_tigerii_manual
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_tigerii_manual.tga
}
}

textures/hud/item_battleplans
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
clampmap textures/hud/item_tigerii_manual.tga
}
}

//-------------------------------------------
// These are the shaders for the hud compass, health meter, and stealth meter
//-------------------------------------------

// this is the main backdrop for the section of the hud
// that contains the health meter, stealth meter, and the compass
textures/hud/healthstealthback
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/healthstealthback.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

//this is the little directional arrow between the spheres
textures/hud/directional_arrow
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/directional_arrow.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

// the shader used for the player's health meter
textures/hud/healthmeter
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/healthmeter.tga
blendFunc blend
alphaGen oneMinusVertex
// tcmod rotate 5
// nextbundle
// clampmap textures/hud/healthmeter.tga
// tcmod rotate -5
}
}

// the shader used when the player's health changes
textures/hud/healthmeterflash
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/healthmeterflash.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

// The shader used for the stealth meter
textures/hud/stealthmeter
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/stealthmeter.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

// the main body of the compass
textures/hud/compassback
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/compassback.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/compasspain
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/compasspain.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/compasspainblank
{
surfaceparm nolightmap
{
map $whiteimage
blendFunc blend
alphaGen const 0
}
}

// The compass needle
textures/hud/compassneedle
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/compassneedle.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

// the little thinggys that go around the compass for the objectives
textures/hud/compassobjball
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/compassobjball.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

//-------------------------------------------
// These are the shaders for the hud ammo meter, and weapon clip meter
//-------------------------------------------

// the main backdrop for the section of the hud
// that contains the ammo meter, clip meter, and ammo model display
textures/hud/ammoclipback
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/ammoclipback.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

// this is the shader used for the ammo meter
textures/hud/ammometer
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/ammometer.tga
blendFunc blend
alphaGen oneMinusVertex
// tcmod rotate 5
// nextbundle
// clampmap textures/hud/ammometer.tga
// tcmod rotate -5
}
}

// this is the shader used for the weapon clip meter
textures/hud/clipmeter
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/clipmeter.tga
blendFunc blend
alphaGen oneMinusVertex
// tcmod rotate 5
// nextbundle
// clampmap textures/hud/clipmeter.tga
// tcmod rotate -5
}
}

// this is the central backdrop for where the ammo model is drawn
textures/hud/ammoback
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/ammoback.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

//-------------------------------------------
// These are shaders for the ammo bars
//-------------------------------------------

textures/hud/clip_fraggrenade
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
map textures/hud/clip_fraggrenade.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/clip_pistol
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
map textures/hud/clip_pistol.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/clip_rifle
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
map textures/hud/clip_rifle.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/clip_steilhandgranate
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
map textures/hud/clip_steilhandgranate.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/clip_bazooka
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
map textures/hud/clip_bazooka.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/clip_panzerschreck
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
map textures/hud/clip_panzerschreck.tga
blendFunc blend
alphaGen oneMinusVertex
}
}


textures/hud/clip_shotgun
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
map textures/hud/clip_shotgun.tga
blendFunc blend
alphaGen oneMinusVertex
}
}
//-------------------------------------------
// This is the overlay that's done when the player is zoomed
//-------------------------------------------

textures/hud/zoomoverlay
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/zoomoverlay.tga
blendFunc blend
}
}

textures/hud/gasmask_overlay
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/gasmask_overlay.tga
blendFunc blend
}
}

textures/hud/cameraoverlay
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/cameraoverlay.tga
blendFunc blend
alphaGen oneMinusVertex
rgbGen vertex
}
}

textures/hud/binocularsoverlay
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/binocularsoverlay.tga
blendFunc blend
}
}

//---------------------------------------------- //
// The following are hud map components and such //
//---------------------------------------------- //

textures/hud/m3l1
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
rgbGen identity
blendFunc blend
alphaGen oneMinusVertex
map textures/hud/m3l1.tga
}
}

textures/hud/mapstar
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
// alphaFunc GE128
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
map textures/hud/mapstar.tga
}
}

textures/hud/objectives_backddrop
{
surfaceparm nolightmap
nomipmaps
nopicmip
cull none
{
// alphaFunc GE128
blendFunc blend
rgbGen identity
alphaGen oneMinusVertex
map textures/hud/objectives_backddrop.tga
}
}

//------------------------------------------- //
// Team icons for use over teammates & on hud //
//------------------------------------------- //

textures/hud/allies_headicon
{
spritegen parallel
surfaceparm nolightmap
// nomipmaps
nopicmip
cull none
{
// alphaFunc GE128
// alphagen 0.8
// rgbGen identityLighting
alphaFunc GT0
blendFunc blend
rgbGen vertex
alphagen vertex
map textures/hud/allies.tga
}
}

textures/hud/axis_headicon
{
spritegen parallel
surfaceparm nolightmap
// nomipmaps
nopicmip
cull none
{
// alphaFunc GE128
// alphagen 0.8
// rgbGen identityLighting
alphaFunc GT0
blendFunc blend
rgbGen vertex
alphagen vertex
map textures/hud/axis.tga
}
}
textures/hud/allies
{
spritegen parallel
surfaceparm nolightmap
// nomipmaps
nopicmip
cull none
{
alphaFunc GE128
map textures/hud/allies.tga
}
}

textures/hud/axis
{
spritegen parallel
surfaceparm nolightmap
// nomipmaps
nopicmip
cull none
{
alphaFunc GE128
map textures/hud/axis.tga
}
}


//------------------- //
// stopwatch graphics //
//------------------- //

// the main body of the stopwatch
textures/hud/stopwatchbase
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/stopwatchbase.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

//this is the stopwatch hand
textures/hud/stopwatchhand
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/stopwatchhand.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

//------------------------ //
// instant messaging menus //
//------------------------ //

textures/hud/instamsg_main
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/instamsg_main.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/instamsg_group_a
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/instamsg_group_a.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/instamsg_group_b
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/instamsg_group_b.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/instamsg_group_c
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/instamsg_group_c.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/instamsg_group_d
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/instamsg_group_d.tga
blendFunc blend
alphaGen oneMinusVertex
}
}

textures/hud/instamsg_group_e
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
clampmap textures/hud/instamsg_group_e.tga
blendFunc blend
alphaGen oneMinusVertex
}
}


And heres the pic...

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Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
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