Firework FX
#1
Posted 26 November 2006 - 01:17 AM
Okay, as you probably read, I have the FX.... only now I have to fix it, and look like a nice fireworks fx. The "speed" fx that is, not the explosion here is my code
FXParticleSystem HobbitRocketFire
System
Priority = ALWAYS_RENDER
ParticleName = EXFire01.tga
Lifetime = 15 15
Size = 15 15
BurstCount = 10 10
End
Color = DefaultColor
Color1 = R:73 G:43 B:12 0
Color2 = R:0 G:0 B:0 15
End
Alpha = DefaultAlpha
Alpha1 = 1 1 0
End
Update = DefaultUpdate
SizeRate = -1 -1
SizeRateDamping = 1 1
AngleZ = -3 3
AngularRateZ = -0.1 -0.1
AngularDamping = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.7 0.75
End
EmissionVelocity = OrthoEmissionVelocity
X = -5 5
Y = -5 5
End
EmissionVolume = LineEmissionVolume
End
Draw = DefaultDraw
End
End[/code] and here is the shot
so far, I've made it smaler, and not so long, so the first part in the code is not as it's shown on the picture.
The thing is, I think it looks awesome as'is, but I can't have that So I would like to know what the other stuff in the code that I can edit, and knowing what does what. The thing I'd like to know first, is how I edit the length does it have something with DefaultDraw to do? if, how do I edit that? And do you know of something that might make my "fire" look like it should?
Also, I have another problem. I can't make a new weapon for it. I've tried making it like it should be, and I've tried copying the ballistas, and only changing the name and projectile, but it has the same error everytime.
Something about the AttackRange somewhere. It's not a gamedat error, but sortof. It doesn't say what's wrong, only that somethings wrong. I can't post a screen and codes if you need
Feel free to fix my above post
if you'd only knew.....
anyways, Here's my shot...
The 4th Age version 0.8 has been released: Link
#2
Posted 26 November 2006 - 08:46 AM
You should also add a "Scorch",for looking like something burning,and change the texture to a better one-->Take a look at the BFME2-EXFire01.But I have no idea,why this error comes up...I had a kind of it when I coded the Mouth Of Sauron,and then I deleted all new codes,started the game,and then,step-by-step,added the MoS-Codes,and it worked fine...
P.S.: Your FX looks very good,but you could also make a green and blue fire,so it even looks more "fireworkly".^^
#3
Posted 26 November 2006 - 10:38 AM
if you want to make the effect longer change this parameter
Lifetime = 15 15
it tells how long after spawing will particle stay here. it is in frames so 30 frames = 1 sec
this one tells how many particles will be spawn each time the lifetime expires.
BurstCount = 10 10
so you probably want to lowe this so the effect isnt so strong.
and you may want to add this one as well.
BurstDelay= 10 10
this mean that BurstCount of particles is spawn each time when this expires. once again time is in frames here.
for this particle i would suggest lifetime around 20 maybe 25 with burstcount from 1 to 5 and burst delay maybe 10 or 15. but i mainly depends on what exactly you need.
hope that help.
#4
Posted 26 November 2006 - 02:15 PM
and kida off topic, your "title available" should be "King of FX" or something
The 4th Age version 0.8 has been released: Link
#5
Posted 26 November 2006 - 08:44 PM
and kida off topic, your "title available" should be "King of FX" or something
i will think about it. guess i can use it when i am coding FXs for RA
#6
Posted 27 November 2006 - 07:42 PM
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#7
Posted 27 November 2006 - 09:43 PM
QUICKY: but on the binding, I don't bind the "arms" to the bones their binded to now, or I might as well delete them..... I have some ideas, and I'll try them tomorrow.... lullaby goodnight fellas
Edited by Lauri, 27 November 2006 - 09:44 PM.
The 4th Age version 0.8 has been released: Link
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