Reading Anduril to Aragorn
#41
Posted 10 December 2008 - 07:43 AM
http://www.the3rdage...tem-282?addview
On page 5 i think it says how to change the color
#42
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
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
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
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
Posted 10 December 2008 - 04:55 PM
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
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EDIT...
Here it is
Edited by Ridder Geel, 10 December 2008 - 04:57 PM.
#44
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)
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
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EDIT...
Here it is
thanks mate it worked perfectly
here take a look
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
Posted 10 December 2008 - 05:55 PM
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
#46
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
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
Posted 10 December 2008 - 06:37 PM
http://www.the3rdage...item-14?addview
#48
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
http://www.the3rdage...item-14?addview
i did it ehehe it is not so hard after all
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
#49
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
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:0Endjust removing this part UpgradeTexture = EXLnzFlarRed2.tga 0 EXLnzFlarBlue.tga and now looks very cool
Edited by sporting1986, 11 December 2008 - 05:49 AM.
#50
Posted 11 December 2008 - 06:35 AM
#51
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
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
Posted 12 December 2008 - 06:39 AM
You should be able to figure this out yourself with mspaint
#53
Posted 12 December 2008 - 03:06 PM
R: 255 G:128 B:0
You should be able to figure this out yourself with mspaint
but mate in the hex thing you can only insert values to 99 no more than that
#54
Posted 12 December 2008 - 04:31 PM
You are not being very smart at the moment are you
255 -> FF
128 -> 80
000 -> 00
#55
Posted 12 December 2008 - 05:26 PM
Then you hex those values!
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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