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Special effects, lightnings


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#41 Puppeteer

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Posted 10 November 2008 - 09:25 PM

I've got Pasidon's original scripts, I'm just modifying them trying to fit to the Freezing Rain. Other than that it works...
Argh this is annoying. At the moment, when someone uses Freezing Rain, the lightning starts; when this stops, the lightning stops. However I cannot get it so that the lightning restarts afterwards. Could someone else please try and modify it. The timer is set to 150 seconds, which is the duration of the Freezing Rain in Bfme2. I'm too tired at the moment :facepalm:
After that, it'll be done and all that is left is for each individual to modify the lightning as they wish.

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Edited by Puppeteer, 10 November 2008 - 09:41 PM.


#42 sporting1986

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Posted 10 November 2008 - 10:42 PM

I've got Pasidon's original scripts, I'm just modifying them trying to fit to the Freezing Rain. Other than that it works...
Argh this is annoying. At the moment, when someone uses Freezing Rain, the lightning starts; when this stops, the lightning stops. However I cannot get it so that the lightning restarts afterwards. Could someone else please try and modify it. The timer is set to 150 seconds, which is the duration of the Freezing Rain in Bfme2. I'm too tired at the moment :facepalm:
After that, it'll be done and all that is left is for each individual to modify the lightning as they wish.



i would gladly help you since i started this but i don´t know how,sorry

#43 Rob38

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Posted 11 November 2008 - 06:58 AM

There ya go. :) Should work fine now. Probably the only thing that needs adjustment is the actual flash, but that's user preference I guess. :) While the flash effect isn't exactly like BFME1, it is very similar. I don't know what EA did, but by the looks of it, they took out the original lightning effect in BFME2. Don't know why, but this should do just fine. :facepalm:


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#44 sporting1986

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Posted 11 November 2008 - 02:32 PM

so friends what do we do with the download??can you explain me??

#45 Puppeteer

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Posted 11 November 2008 - 05:01 PM

Hey Rob, I did that originally but it didn't work on restart. You sure that when Freezing Rain is fired again, independently once the original has finished, the lightning restarts?

sporting extract all the maps and open each one in WorldBuilder. Go to the scripts menu (Ctrl + Alt + R) and choose Import scripts. Then find where you put the .scb file and you're done.

#46 Rob38

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Posted 11 November 2008 - 07:11 PM

It worked for me when I tested it. I fired the freezing rain power once, and once it recharged, fired it again. The lightning worked both times.

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#47 sporting1986

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Posted 11 November 2008 - 11:47 PM

man i´m having dificulties with this,i tried in rivendel but it didn´t do anythink diferent,tell me i export the files the .map or the .tga?it is the first time i do this ;) sorry,can anyone teach me??
thanks

Edited by sporting1986, 12 November 2008 - 03:01 AM.


#48 Puppeteer

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Posted 12 November 2008 - 06:55 PM

I'll make a quick tutorial. Hang on.

#49 sporting1986

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Posted 12 November 2008 - 06:57 PM

I'll make a quick tutorial. Hang on.



thank you friend :good:

#50 Puppeteer

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Posted 12 November 2008 - 08:01 PM

Apologies for the wait, got side-tracked by dinner, homework and the like. Hope you weren't expecting much of a tutorial :good: I tried a photoshop image tutorial but it failed epicly.
  • Exporting .big Files:
  • Open up FinalBig
  • Open the Maps.big file.
  • Find the associated map files (maps have different prefixes, involving campaign name sometimes).
  • Extract the X_Y_Z.map file to somewhere easy to access, either your Maps subfolder in My Lord of the Rings, Rise of the Witchking Files, or My Documents. Doesn't really matter where.
  • Wait... for extraction
  • Importing Scripts:
  • Open up WorldBuilder
  • Press Ctrl+Alt+R (the scripts menu).
  • Click Import Scripts, second button from the bottom.
  • Find the Freezing Rain Thunder New.scb, wherever you downloaded it to.
  • Click OK in the dialogue box.
  • Save the map (usually it's a good idea to save it under a different name, but in this case the alteration is somewhat minor).

Now how you put it back ingame of course is up to your discretion. I believe that there are multiple ways of making a mod (unsure of this, myself having never done modding because I don't know how to start it off). If it is like RJ-ROTWK, merely extract the other associated map files (.tga, .ini, _pic.tga, _art.tga) and place in a folder with the exact name, alongside the edited .map file. Then put it where the rest of your mod stuff are...

#51 sporting1986

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Posted 12 November 2008 - 08:10 PM

hmmm i think i did everything you posted but i will try again with other map,so if understood the .map it is the file we extract to anywere in the pc and then we open it with worldbuilder,put the scripts save anywhere. Then if i put that new map in the maps.ini and remove the older map it should work right?? man whenever i try to open the map with the world builder it says runtime error,i´m refering to the .map i can only open the .art

---------------------------
Microsoft Visual C++ Runtime Library
---------------------------
Runtime Error!

Program: ...f the Rings, The Rise of the Witch-king\Worldbuilder.exe



This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.


---------------------------
OK
---------------------------

Edited by sporting1986, 12 November 2008 - 09:53 PM.


#52 Rob38

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Posted 13 November 2008 - 04:32 AM

So does it work correctly for you, Puppeteer? :p

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#53 sporting1986

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Posted 13 November 2008 - 04:55 PM

look i did this,i exported the map then i opened the world builder select open,then browse then i selected the map of mirkwood (map wor mirkwood.map) then i load the map and the builder remaine the same like there was no map,wierd but ok...then i press Ctrl+Alt+R and load your scripts then i save the map,then i copied this same map to the maps.ini and map when i start the game appears just like this,so what am i doing wrong??

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#54 Puppeteer

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Posted 19 November 2008 - 05:53 PM

:facepalm:

#55 sporting1986

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Posted 19 November 2008 - 05:58 PM

:facepalm:


dudeee you´re back lol i´ve been waiting for you,man can you explain me what is wrong here??

#56 Puppeteer

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Posted 24 November 2008 - 09:07 PM

Back again. So many hikes I'm never home :p
Well, all I can think so far is that you exported it wrong some how... export all these files:
  • map wor mirkwood\map.ini
  • map wor mirkwood\map wor mirkwood_pic.tga
  • map wor mirkwood\map wor mirkwood_art.tga
  • map wor mirkwood.map

Into a folder named: "map wor mirkwood". Then import scripts onto the map, and finally move that folder into your Maps folder in the Application Data. Try that, before putting it in your mod.

#57 sporting1986

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Posted 24 November 2008 - 11:08 PM

Back again. So many hikes I'm never home :thumbsupsmiley:
Well, all I can think so far is that you exported it wrong some how... export all these files:

  • map wor mirkwood\map.ini
  • map wor mirkwood\map wor mirkwood_pic.tga
  • map wor mirkwood\map wor mirkwood_art.tga
  • map wor mirkwood.map

Into a folder named: "map wor mirkwood". Then import scripts onto the map, and finally move that folder into your Maps folder in the Application Data. Try that, before putting it in your mod.


ahh just forget it i tried and it´s the same, my worldbuilder must me all mess up or something like that
damn it

#58 Goldtouch

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Posted 20 May 2012 - 04:20 PM

From this post I got pointed towards this issue
So I did some digging and I did find a differents between BFME 1 & 2 with the effect of lightning. I found the code below within bfme1. With the testing it gave an error on "area_effect".
When I simply add the missing code below it gives me an error on "AREA_EFFECT". I hope this was useful.

Source: fxparticlesystem.ini (bfme2 lacks this) line 21909

FXParticleSystem LightningBolt
  System
	Priority = AREA_EFFECT
	ParticleName = EXLightningBolt.tga
	Lifetime = 5 5
	Size = 100 200
	BurstDelay = 50 100
	BurstCount = 1 1
	IsParticleUpTowardsEmitter = Yes
  End
  Color = DefaultColor
	Color1 = R:89 G:96 B:117 0
  End
  Alpha = DefaultAlpha
	Alpha1 = 1 1 0
	Alpha2 = 0 0 3
	Alpha3 = 0.5 0.5 6
	Alpha4 = 0.9 0.9 9
	Alpha5 = 0 0 13
	Alpha6 = 0.5 0.5 18
	Alpha7 = 1 1 21
	Alpha8 = 0.25 0.25 25
  End
  Update = DefaultUpdate
	SizeRate = 5 1
  End
  EmissionVelocity = OrthoEmissionVelocity
  End
  EmissionVolume = PointEmissionVolume
	IsHollow = Yes
  End
  Draw = DefaultDraw
  End
End

Edited by THORONGlL, 20 May 2012 - 04:22 PM.


#59 Lauri

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Posted 20 May 2012 - 04:23 PM

This topic is about 3,5 years old you know... :p

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#60 Goldtouch

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Posted 20 May 2012 - 09:46 PM

This topic is about 3,5 years old you know... :p

Problem still remains right?




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