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Silverthorn Arrows Objects


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#1 xxxMr. Xxxx

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Posted 12 May 2008 - 02:41 AM

I was messing with the WDUMP that came with Renx, and I decided to look at the Units that have the Silverthorn Arrow effects. (I looked at Mirkwood Archers.) And I found a few strings that looked useful so I can make the Silverthorn Arrows... What I'm saying is... I think It I'll be easier to show then explain. I'm not so good at the explaining...

Settings for the FIREAROWTIP object
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Export Settings I use for Fire Arrow Subobjects
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Finished Model I was Making
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Unit Ingame
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NOTES:
-Not all Fire Arrow Subobjects can use this, I recommend opening up a model that has the Silverthorn Arrow effect already and try to do it again.
-The Model is not the Lindon Horse Archer, I don't have ROTWK. It's a custom model I made using the Rivendell Lancer and bind it to the Rohirrim Archer skeleton.

This is how I do my Silverthorn Arrows, besides trying to do FX Particles. Any other ideas?

Edited by xxxMr. Xxxx, 12 May 2008 - 02:48 AM.


#2 Lurtzy

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Posted 12 May 2008 - 02:49 AM

Is that Glorfindel's horse?

Trying to hold on...


#3 xxxMr. Xxxx

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Posted 12 May 2008 - 02:53 AM

No, its the horse they use for the Rivendell Lancers.

#4 Lurtzy

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Posted 12 May 2008 - 02:54 AM

Oh, right right right (Seinfeld).

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#5 xxxMr. Xxxx

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Posted 16 May 2008 - 11:15 PM

Ok, besides trying to recreate the Silverthorn Arrow effect through Renx, I decided to give it a shot at the FX Particle System.

FXParticleSystem
FXParticleSystem SilverthornArrow  System    Priority = ALWAYS_RENDER    ParticleName = EXMinerLight.tga    Lifetime = 5 5    SortLevel = 1    Size = 2.75 2.75    BurstCount = 1 1  End  Color = DefaultColor    Color2 = R:117 G:186 B:250 3    Color3 = R:0 G:0 B:0 15  End  Update = DefaultUpdate    SizeRateDamping = 1 1    AngleZ = 0 1    AngularDamping = 0.8 0.9    AngularDampingXY = 1 1  End  Physics = DefaultPhysics    VelocityDamping = 1 1  End  EmissionVelocity = OrthoEmissionVelocity  End  EmissionVolume = LineEmissionVolume    StartPoint = X:-2 Y:0 Z:0    EndPoint = X:-2 Y:0 Z:0  End  Draw = DefaultDraw  EndEndFXParticleSystem SilverthornArrow02  System    Priority = ALWAYS_RENDER    ParticleName = EXLdrshpLvl2b.tga    Lifetime = 5 5    SortLevel = 1    Size = 2.25 2.25    BurstCount = 1 1  End  Color = DefaultColor    Color2 = R:117 G:186 B:250 3    Color3 = R:0 G:0 B:0 15  End  Update = DefaultUpdate    SizeRateDamping = 1 1    AngleZ = 0 1    AngularDamping = 0.8 0.9    AngularDampingXY = 1 1  End  Physics = DefaultPhysics    VelocityDamping = 1 1  End  EmissionVelocity = OrthoEmissionVelocity  End  EmissionVolume = LineEmissionVolume    StartPoint = X:-2 Y:0 Z:0    EndPoint = X:-2 Y:0 Z:0  End  Draw = DefaultDraw  EndEnd

Ingame (Galadhrim Warriors w/ the FX, compare w/ Lorien Archers)
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It looks fine overall, but what only really annoys me is how it trails... Look below...
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I don't really understand FX's...

#6 Grizzlez

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Posted 17 May 2008 - 12:54 AM

Ye they always do that, the silverthorn on models is physically attached to the bone so its like fixed. The fx isn't attached to the bones in the same way, you are best keeping silverthorn through the first way in modelling than using fx.
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