Questions about glow FX
#1
Posted 17 February 2009 - 09:24 PM
First, the banner glows. For some reason they don't appear in my version, and while I'm happy about this, I'm also curious why, since I don't think I did anything to get rid of them. What code do I need to change to make sure they stay gone? (Short version: How do you remove banner glows?)
Second, leadership. If I wanted to change what texture is referenced for the leadership glow's alpha channel, what file would I edit? Also, is it possible to make the color of the glow be the House Color?
Third, forged blades. How do I change their color? And how might I go about, say, changing all of Gondor's forged blades to silver, while changing the Easterling forged blades (which are also blue) to a more bronze-like color?
#2
Posted 17 February 2009 - 10:04 PM
Open \data\scripts\scriptevents.xml
and change:
<EventList Name="BaseScriptFunctions"> <!-- If there are any events that need to apply to all units, put them here. jba --> </EventList>to
<EventList Name="BaseScriptFunctions"> <!-- If there are any events that need to apply to all units, put them here. jba --> <EventHandler EventName="OnCreated" ScriptFunctionName="OnBannerCreated" DebugSingleStep="false"/> </EventList>
And add this in\data\scripts\scripts.lua
function OnBannerCreated(self) ObjectHideSubObjectPermanently( self, "Glow", true ) endThat should do it real quick
The leadership thing is a caused by an FX
FXParticleSystem GenericLeadershipReceive System Priority = VERY_LOW_OR_ABOVE ParticleName = EXSplat.tga Lifetime = 15 15 SystemLifetime = 15 BurstCount = 1 1 End Color = DefaultColor Color1 = R:171 G:126 B:33 0 Color2 = R:0 G:0 B:0 15 End Alpha = DefaultAlpha Alpha1 = 0 0 3 Alpha2 = 0 0 5 End Update = DefaultUpdate SizeRate = 2 2 SizeRateDamping = 1.1 1.1 AngleZ = 0 7 AngularRateZ = 0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.5 0.5 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = PointEmissionVolume End Draw = DefaultDraw End EndTo change the color you only need to change this: Color1 = R:171 G:126 B:33 0
there are many kinds of leadership FX's so you should look in these files to see which leadership you want to edit:
attributemodifier.ini - the attrb mod that is usually defined in the hero/units leadership power
fxlist.ini - For multiple FX's for one 'thing'
fxparticlesystem - the FX's
Forged blades, there is a tutorial on that on the3rdage, look there - You can hex the model or import into renx and redo all kinds of things
#3
Posted 17 February 2009 - 11:08 PM
For the leadership glow, I know how to change the color; what I'm wondering is if it's possible to make the color of the FX be determined by the House Color that the player chooses.
I'll look up the Forged Blades tutorial.
Another question: I'm trying to change the FX for Glorfindel's Blade of Purity ability. I know how to create a new FX (I plan to base it on Blademaster, just using a different particle and color), but after going through a dozen possible INI files and half a dozen tutorials, I can't find where the specific particle system (e.g. BladeMaster) is referenced in connection with the ability. Please help!
#4
Posted 17 February 2009 - 11:20 PM
Sometimes its just defined in the hero's ini, maybe when a special hero mode is enabled the hero gets another 'model' state, this all depends on what you are doing.
Housecolors for leadership... Dont think so, but i have never tried that
#5
Posted 18 February 2009 - 03:14 AM
#6
Posted 18 February 2009 - 03:41 AM
'\data\ini\attributemodifier.ini'
ModifierList GenericHeroLeadership Category = SPELL Modifier = EXPERIENCE 150% Modifier = ARMOR 25% Modifier = DAMAGE_MULT 125% Duration = 3000 FX = FX_GenericLeadership End ... ModifierList GenericArmorLeadership Category = BUFF Modifier = ARMOR 50% Duration = 3000 FX = FX_GenericArmorLeadership ReplaceInCategoryIfLongest = Yes IgnoreIfAnticategoryActive = Yes End ... ModifierList GenericDamageLeadership Category = LEADERSHIP Modifier = DAMAGE_MULT 150% Duration = 3000 FX = FX_GenericDamageLeadership ReplaceInCategoryIfLongest = Yes IgnoreIfAnticategoryActive = Yes End
'data\ini\fxlist.ini'
FXList FX_GenericLeadership ParticleSystem Name = HighLevelLD End End ... FXList FX_GenericDamageLeadership BuffNugget BuffType = LeaderShip BuffInfantryTemplate = LeadershipBuffInfantryLvl1 BuffCavalryTemplate = LeadershipBuffCavalryLvl1 BuffTrollTemplate = LeadershipBuffTrollLvl1 BuffOrcTemplate = LeadershipBuffOrcLvl1 IsComplexBuff = No BuffLifeTime = 3000 End End ... FXList FX_GenericArmorLeadership BuffNugget BuffType = Healing BuffInfantryTemplate = PositiveAtkBuff BuffCavalryTemplate = PositiveAtkBuff BuffTrollTemplate = PositiveAtkBuff BuffOrcTemplate = PositiveAtkBuff IsComplexBuff = No BuffLifeTime = 4000 End End
The first one uses the FX system to cause the sparkles:
'data\ini\fxparticlesystem.ini'
FXParticleSystem HighLevelLD System Priority = VERY_LOW_OR_ABOVE Type = GPU_PARTICLE ParticleName = EXGandalfStaffFlare.tga Lifetime = 20 20 SystemLifetime = 25 SortLevel = 1 Size = 5 5 BurstCount = 0.85 1.05 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:236 G:168 B:96 5 Color3 = R:0 G:0 B:0 15 End Alpha = DefaultAlpha Alpha1 = 1 1 14;10 Alpha2 = 0 0 20 End Update = DefaultUpdate SizeRate = 0.1 0.1 SizeRateDamping = 1 1 AngleZ = -5 5 AngularRateZ = -0.03 0.03 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.85 0.85 End EmissionVelocity = OrthoEmissionVelocity X = -1.2 1.2;-1 1 Y = -1.2 1.2;-1 1 Z = 0.25 0.5 End EmissionVolume = LineEmissionVolume StartPoint = X:-7 Y:0 Z:8 EndPoint = X:3 Y:0 Z:8 End Draw = GpuDraw FramesPerRow = 1 TotalFrames = 1 SpeedMultiplier = 1 End End
The second and third use the 'BuffNugget' command to cause an object ('a BUFF') to temporarily highlight the buffed object ('the glowy circle aroound the feet'). As could be seen above, which type is shown depends on the KINDOF of the object like 'CAVALRY', 'ORC' or 'TROLL_BUFF_NUGGET'. Here is the default INFANTRY type:
'data\ini\object\system\buff.ini'
Object LeadershipBuffInfantryLvl1 ; *** ART Parameters *** ; The W3DBuffDraw handles normal drawing -- this happens in the ; W3DBuffBuffer, and there is no corresponding drawable or object. Draw = W3DBuffDraw ModuleTag_Buff01 ModelName = EXLeaderbuff PreDraw = Yes End ; ***DESIGN parameters *** EditorSorting = SYSTEM ArmorSet Armor = NoArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = BUFF Shadow = NONE End
'PreDraw = Yes' means the object is always drawn first, which means it will be always behind/beneath the highlighted object. The buff-models are simple models and can be modified to look different or to behave differently (different location, swirling, you name it). Just look at them in the W3Dviewer, they are basically a Model+Animation in a single thing.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#7
Posted 20 February 2009 - 09:21 PM
The FX appear just fine, but when the source of the leadership (in this case, Elrond), moves away, the FX do not disappear - they just continue, unchanged, indefinitely.
Here's the code for my FX in fxparticlesystem.ini:
FXParticleSystem GenericLeadership System Priority = VERY_LOW_OR_ABOVE ParticleName = EXRing01.tga Lifetime = 5 5 SortLevel = 1 Size = 2 4 BurstCount = 1 1 IsEmitAboveGroundOnly = yes IsGroundAligned = yes End Color = DefaultColor Color2 = R:163 G:132 B:59 5;;;R:91 G:30 B:30 5 Color3 = R:0 G:0 B:0 15 Color4 = R:32 G:32 B:32 0 End Update = DefaultUpdate SizeRate = 1 1 SizeRateDamping = 1 1 AngleZ = 0 7 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 1 1 End EmissionVelocity = OrthoEmissionVelocity X = -0.5 0.5 Y = -0.5 0.5 Z = 0 0.5 End EmissionVolume = LineEmissionVolume StartPoint = X:0 Y:0 Z:1 EndPoint = X:0 Y:0 Z:1 End Draw = DefaultDraw End End
Anybody got any idea what I'm not doing or doing wrong?
#8
Posted 20 February 2009 - 09:29 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#9
Posted 20 February 2009 - 10:13 PM
#10
Posted 20 February 2009 - 10:24 PM
About the banner glow. That is the CE thing. Playing with the CE gives the player the upgrade 'Upgrade_AllFactionUpgrade'. It unlocks a few specials, like the banner glow, the star on top of CaH's, a differently colored dragon, a lightning-filled, tornado, etc. Just make a file search for the upgrade to see where it triggers what. On one occasion it summons (via OCL) a different fire dragon object (childobject) that has the only known CE-only advantage of reacting faster You can now make the game really unfair and absolutely easy for CE users if you wish. Not a good idea though. I'd either remove all CE-upgrade references completely or give it to all faction from the start. Wasn't sure if you knew about this.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#11
Posted 20 February 2009 - 10:28 PM
#12
Posted 20 February 2009 - 10:39 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#13
Posted 11 February 2012 - 06:20 PM
I have a question in the question about this topic. I'm playing with Rj-Rotwk and for a better control of my units it would be useful see the level stars above the bannercarrier as like as in original ROTWK and BFME2. Is there any way to unlock it? I searched for a long time the code that controls this but never find anything about...
#14
Posted 08 February 2015 - 06:29 AM
Following the same guide posted above, what would be required to disable the visual effects of silverthorn arrows/forged blades/fire arrows?
<EventList Name="BaseScriptFunctions">
<!-- If there are any events that need to apply to all units, put them here. jba -->
<EventHandler EventName="OnCreated" ScriptFunctionName="OnBannerCreated" DebugSingleStep="false"/>
</EventList>
I assume OnForgedBladesCreated = Forged Blades, OnSilverThornArrowsCreated = Silver Thorn Arrows, OnFireArrowsCreated = Fire Arrows?
#15
Posted 08 February 2015 - 03:55 PM
#16
Posted 08 February 2015 - 10:51 PM
Ah, so in each individual units ini - I see, Thank-you.
So uncommenting ( anything that says 'showobject' when referring to the upgrades will only hide the visual, but still allow the upgrade stats right?
#17
Posted 09 February 2015 - 06:33 PM
Yep
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