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#41 Ridder Geel

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Posted 10 December 2008 - 07:43 AM

The FX from the spear throw has to do with... mmm... something... I wrote a small part about it in my weapons tutorial ;)
http://www.the3rdage...tem-282?addview
On page 5 i think it says how to change the color :D
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#42 sporting1986

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Posted 10 December 2008 - 04:02 PM

The FX from the spear throw has to do with... mmm... something... I wrote a small part about it in my weapons tutorial ;)
http://www.the3rdage...tem-282?addview
On page 5 i think it says how to change the color :p



hmmm very interesting,it worked just perfect. Mate you didn´t answer my other question after editing a model how do we put in game,don´t tell me that i have to do mod command :unsure:
so for me to discover the special fx corresponding to each power hero i should check the Goodfactionsubobjects.ini right?this is very cool thing to do :p
another thing the faramir arrowtrail ony uses blue color,what if wanna add another color just like the thorn of vengeance of thranduil??

Edited by sporting1986, 10 December 2008 - 04:07 PM.


#43 Ridder Geel

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Posted 10 December 2008 - 04:55 PM

You make a new FX (if you have ever played the RC Mod, you should look at Ridder Groen's special arrow thing, it has 2 colors i believe) :p
Ridder Groen's arrow things...
The subobject:
Object RidderGroenSpecialArrow
; *** ART Parameters ***
	Draw = W3DScriptedModelDraw ModuleTag_Draw
		DefaultModelConditionState		 
			Model = RULegolas_AROW
			ParticleSysBone NONE RCRidderGroenArrowTrail
			ParticleSysBone NONE RCRidderGroenArrowTrail2
		End

		IdleAnimationState
			Animation							= RULegolas_AROW
				AnimationName				= RULegolas_AROW.RULegolas_AROW
				AnimationMode				= LOOP
			End
		End
	End

; *** AUDIO Parameters ***

; ***DESIGN parameters ***
	EditorSorting		 = SYSTEM

	ArmorSet
		Armor = NoArmor
	End

	VisionRange = 0.0

; *** ENGINEERING Parameters ***
	KindOf = PROJECTILE NO_COLLIDE HIDE_IF_FOGGED SCARY
	Body = ActiveBody ModuleTag_02
		MaxHealth			 = 100.0
	End

;Behavior = DestroyDie ModuleTag_03

;	nothing
;End

	Behavior = SlowDeathBehavior ModuleTag_03
		SinkDelay		 = 0
		DestructionDelay  = 250
	End
		
	Behavior = BezierProjectileBehavior ModuleTag_04
; To tweak a Bezier path
		DetonateCallsKill			= Yes
		FirstHeight					= 9				; Height of Bezier control points above highest intervening terrain
		SecondHeight				= 9
		FirstPercentIndent			= 20%			; Percentage of shot distance control points are placed
		SecondPercentIndent			= 90%
		FlightPathAdjustDistPerSecond = 50 			; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
		GroundHitFX					= FX_WoundingArrowHit
		CurveFlattenMinDist			= 100.0
	End

	Behavior = FXListDie ModuleTag_07
		DeathTypes = ALL
		DeathFX = FX_WoundingArrowHit
	End

	Geometry = Sphere
	GeometryIsSmall = Yes
	GeometryMajorRadius = 0.8
End

The FX's:
;------Ridder-Groen-SPC-Arrow--------------------
FXParticleSystem RCRidderGroenArrowTrail
  System
	Priority = ALWAYS_RENDER
	ParticleName = EXEclipseBlur.tga
	Lifetime = 25 25
	SortLevel = 1
	BurstCount = 2 2
	IsGroundAligned = Yes

	IsParticleUpTowardsEmitter = Yes
  End
  Color = DefaultColor
	Color1 = R:20 G:225 B:20 0
	Color2 = R:0 G:0 B:0 25
  End
  Update = DefaultUpdate
	SizeRate = 4 5
	SizeRateDamping = 0.8 0.9
	AngleZ = 1 2
	AngularDamping = 1 1
	AngularDampingXY = 1 1
  End
  Physics = DefaultPhysics
	VelocityDamping = 1 1
  End
  EmissionVelocity = OrthoEmissionVelocity
  End
  EmissionVolume = PointEmissionVolume
  End
  Draw = DefaultDraw
  End
End

FXParticleSystem RCRidderGroenArrowTrail2
  System
	Priority = ALWAYS_RENDER
	ParticleName = EXEclipseBlur.tga
	Lifetime = 25 25
	SortLevel = 1
	BurstCount = 2 2
	IsGroundAligned = Yes

	IsParticleUpTowardsEmitter = Yes
  End
  Color = DefaultColor
	Color1 = R:225 G:20 B:20 0
	Color2 = R:0 G:0 B:0 25
  End
  Update = DefaultUpdate
	SizeRate = 3 4
	SizeRateDamping = 1 1.1
	AngleZ = 1 2
	AngularDamping = 1 1
	AngularDampingXY = 1 1
  End
  Physics = DefaultPhysics
	VelocityDamping = 1 1
  End
  EmissionVelocity = OrthoEmissionVelocity
  End
  EmissionVolume = PointEmissionVolume
  End
  Draw = DefaultDraw
  End
End

--------------------------------------------------------------------------------------------------------------------------------
EDIT...
Here it is :unsure:
Posted Image

Edited by Ridder Geel, 10 December 2008 - 04:57 PM.

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#44 sporting1986

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Posted 10 December 2008 - 05:41 PM

You make a new FX (if you have ever played the RC Mod, you should look at Ridder Groen's special arrow thing, it has 2 colors i believe) :unsure:
Ridder Groen's arrow things...
The subobject:

Object RidderGroenSpecialArrow
; *** ART Parameters ***
	Draw = W3DScriptedModelDraw ModuleTag_Draw
		DefaultModelConditionState		 
			Model = RULegolas_AROW
			ParticleSysBone NONE RCRidderGroenArrowTrail
			ParticleSysBone NONE RCRidderGroenArrowTrail2
		End

		IdleAnimationState
			Animation							= RULegolas_AROW
				AnimationName				= RULegolas_AROW.RULegolas_AROW
				AnimationMode				= LOOP
			End
		End
	End

; *** AUDIO Parameters ***

; ***DESIGN parameters ***
	EditorSorting		 = SYSTEM

	ArmorSet
		Armor = NoArmor
	End

	VisionRange = 0.0

; *** ENGINEERING Parameters ***
	KindOf = PROJECTILE NO_COLLIDE HIDE_IF_FOGGED SCARY
	Body = ActiveBody ModuleTag_02
		MaxHealth			 = 100.0
	End

;Behavior = DestroyDie ModuleTag_03

;	nothing
;End

	Behavior = SlowDeathBehavior ModuleTag_03
		SinkDelay		 = 0
		DestructionDelay  = 250
	End
		
	Behavior = BezierProjectileBehavior ModuleTag_04
; To tweak a Bezier path
		DetonateCallsKill			= Yes
		FirstHeight					= 9			   ; Height of Bezier control points above highest intervening terrain
		SecondHeight				= 9
		FirstPercentIndent			= 20%		   ; Percentage of shot distance control points are placed
		SecondPercentIndent			= 90%
		FlightPathAdjustDistPerSecond = 50			; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
		GroundHitFX					= FX_WoundingArrowHit
		CurveFlattenMinDist			= 100.0
	End

	Behavior = FXListDie ModuleTag_07
		DeathTypes = ALL
		DeathFX = FX_WoundingArrowHit
	End

	Geometry = Sphere
	GeometryIsSmall = Yes
	GeometryMajorRadius = 0.8
End

The FX's:
;------Ridder-Groen-SPC-Arrow--------------------
FXParticleSystem RCRidderGroenArrowTrail
  System
	Priority = ALWAYS_RENDER
	ParticleName = EXEclipseBlur.tga
	Lifetime = 25 25
	SortLevel = 1
	BurstCount = 2 2
	IsGroundAligned = Yes

	IsParticleUpTowardsEmitter = Yes
  End
  Color = DefaultColor
	Color1 = R:20 G:225 B:20 0
	Color2 = R:0 G:0 B:0 25
  End
  Update = DefaultUpdate
	SizeRate = 4 5
	SizeRateDamping = 0.8 0.9
	AngleZ = 1 2
	AngularDamping = 1 1
	AngularDampingXY = 1 1
  End
  Physics = DefaultPhysics
	VelocityDamping = 1 1
  End
  EmissionVelocity = OrthoEmissionVelocity
  End
  EmissionVolume = PointEmissionVolume
  End
  Draw = DefaultDraw
  End
End

FXParticleSystem RCRidderGroenArrowTrail2
  System
	Priority = ALWAYS_RENDER
	ParticleName = EXEclipseBlur.tga
	Lifetime = 25 25
	SortLevel = 1
	BurstCount = 2 2
	IsGroundAligned = Yes

	IsParticleUpTowardsEmitter = Yes
  End
  Color = DefaultColor
	Color1 = R:225 G:20 B:20 0
	Color2 = R:0 G:0 B:0 25
  End
  Update = DefaultUpdate
	SizeRate = 3 4
	SizeRateDamping = 1 1.1
	AngleZ = 1 2
	AngularDamping = 1 1
	AngularDampingXY = 1 1
  End
  Physics = DefaultPhysics
	VelocityDamping = 1 1
  End
  EmissionVelocity = OrthoEmissionVelocity
  End
  EmissionVolume = PointEmissionVolume
  End
  Draw = DefaultDraw
  End
End

--------------------------------------------------------------------------------------------------------------------------------
EDIT...
Here it is :p
Posted Image



thanks mate it worked perfectly :p
here take a look

Posted Image

maybe now you can answer my other question mate,i edited the lorienwarrior model so it have green forged blades so how do i put him in game?

#45 Ridder Geel

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Posted 10 December 2008 - 05:55 PM

You have to make an asset.dat...
I believe there is a tutorial on that...
http://www.the3rdage.net/item-326
I think if you do not use the -mod command that you should append to existing asset.dat but im not sure about that :p
Ridder Geel

#46 sporting1986

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Posted 10 December 2008 - 06:01 PM

You have to make an asset.dat...
I believe there is a tutorial on that...
http://www.the3rdage.net/item-326
I think if you do not use the -mod command that you should append to existing asset.dat but im not sure about that :p



oh men...that will be a problem,i tried to use asset build and pink stuff appear,so i will have to use -mod command then

#47 Ridder Geel

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Posted 10 December 2008 - 06:37 PM

There is a tutorial on that too so you should be able to do it... I understood the tutorial on that the first time I read it :p
http://www.the3rdage...item-14?addview
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#48 sporting1986

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Posted 10 December 2008 - 09:40 PM

There is a tutorial on that too so you should be able to do it... I understood the tutorial on that the first time I read it :unsure:
http://www.the3rdage...item-14?addview



i did it ehehe it is not so hard after all
Posted Image

now when i replace a model with a new forged blades color i don´t have to do anything with the asset should i??because i just my normal asset and it worked just fine :p

#49 sporting1986

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Posted 10 December 2008 - 11:43 PM

There is a tutorial on that too so you should be able to do it... I understood the tutorial on that the first time I read it :unsure:
http://www.the3rdage...item-14?addview



i got a question about this,i have edit the 4 models of the corsairs so their forged blades get red when upgraded but somehow they get one blade red and other blue lol how can i fix this??i want to have red forged blades like bfme2
so i looked at this and this are their models
;;================ MODELS =================================================================DefaultModelConditionStateModel = MUCorsar_SKNSkeleton = MUCorsar_SKLModel = MUCorsar2_SKN ExtraMesh:YesModel = MUCorsai3_SKN ExtraMesh:YesModel = MUCorsar4_SKN ExtraMesh:YesModel = MUCorsar_SKN ExtraMesh:YesWeaponLaunchBone = PRIMARY B_HANDRWeaponLaunchBone = TERTIARY B_HANDREndModelConditionState = USER_4 ; This state is used in cinematics to get the old style armorModel = GUNumnrean_SKN Skeleton = MUCorsar_SKLEnd

i saw that they use numenormen also but they don´t have any color in the emissive wich is 0
EDIT:nevermind i fixed it
there was this code blocking the blades to be red
Behavior = SubObjectsUpgrade ForgedBlade_UpgradeTriggeredBy = Upgrade_MordorForgedBlades Upgrade_WildForgedBladesShowSubObjects = Forged_Blade Forged_Blade01UpgradeTexture = EXLnzFlarRed2.tga 0 EXLnzFlarBlue.tgaCustomAnimAndDuration = AnimState:WEAPONSET_PLAYER_UPGRADE AnimTime:0End
just removing this part UpgradeTexture = EXLnzFlarRed2.tga 0 EXLnzFlarBlue.tga and now looks very cool :p

Posted Image

Edited by sporting1986, 11 December 2008 - 05:49 AM.


#50 Ridder Geel

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Posted 11 December 2008 - 06:35 AM

Ah, Ok well the Asset.dat making is for if you where to make an entirely new texture or model or such :p
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#51 sporting1986

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Posted 11 December 2008 - 08:45 PM

Ah, Ok well the Asset.dat making is for if you where to make an entirely new texture or model or such :lol:



i managed to change the color of a forged blade to purple lol do you know what is the value of orange in the RBG??

#52 Ridder Geel

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Posted 12 December 2008 - 06:39 AM

R: 255 G:128 B:0
You should be able to figure this out yourself with mspaint :lol:
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#53 sporting1986

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Posted 12 December 2008 - 03:06 PM

R: 255 G:128 B:0
You should be able to figure this out yourself with mspaint :grin:



but mate in the hex thing you can only insert values to 99 no more than that

#54 Ridder Geel

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Posted 12 December 2008 - 04:31 PM

Then you hex those values! :grin:
You are not being very smart at the moment are you ^_^
255 -> FF
128 -> 80
000 -> 00
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#55 sporting1986

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Posted 12 December 2008 - 05:26 PM

Then you hex those values! :grin:
You are not being very smart at the moment are you ^_^
255 -> FF
128 -> 80
000 -> 00



oh men your right,it´s just because of the cheeling cold that is making here lol




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