Ello I was trying to figure out how to modify the color of the atsta,b and possibly make something new but uhhh no luck.
tried editing the colors but it stayed the same.
Any ideas?
Thanks =D
New Cannons?
Moderators: GSH, VSMIT, Red Devil, Commando
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: New Cannons?
need to edit the effects and place those files in addon (temporarily, for testing) or in a folder that is first in the search list.
from shadow_a:
colors are RGB and Alpha
[Flame]
renderBase = "draw_twirl_trail"
textureName = "flame.tga"
textureBlend = "one one modulate"
startColor = "255 255 63 255"
finishColor = "255 0 0 0"
startRadius = 0.2
finishRadius = 0.02
animateTime = 0.02
emitDelay = 0.001
emitVelocity = "0.0 0.0 0.0"
emitVariance = "2.0 2.0 2.0"
emitLife = 0.02
from shadow_a:
colors are RGB and Alpha
[Flame]
renderBase = "draw_twirl_trail"
textureName = "flame.tga"
textureBlend = "one one modulate"
startColor = "255 255 63 255"
finishColor = "255 0 0 0"
startRadius = 0.2
finishRadius = 0.02
animateTime = 0.02
emitDelay = 0.001
emitVelocity = "0.0 0.0 0.0"
emitVariance = "2.0 2.0 2.0"
emitLife = 0.02
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
-
- Sabre
- Posts: 317
- Joined: Mon Aug 13, 2012 8:02 am
Re: New Cannons?
tried to change the color but it stayed the same. Though I do know that the main file wont recognize the combat version of the cannon; dont know why though.
[Flame]
renderBase = "draw_twirl_trail"
textureName = "flame.tga"
textureBlend = "one one modulate"
startColor = "255 31 31 255"
finishColor = "31 255 31 255"
startRadius = 0.2
finishRadius = 0.02
rotationRate = 10.0
animateTime = 0.02
emitDelay = 0.001
emitVelocity = "0.0 0.0 0.0"
emitVariance = "2.0 2.0 2.0"
emitLife = 0.02
[Flame]
renderBase = "draw_twirl_trail"
textureName = "flame.tga"
textureBlend = "one one modulate"
startColor = "255 31 31 255"
finishColor = "31 255 31 255"
startRadius = 0.2
finishRadius = 0.02
rotationRate = 10.0
animateTime = 0.02
emitDelay = 0.001
emitVelocity = "0.0 0.0 0.0"
emitVariance = "2.0 2.0 2.0"
emitLife = 0.02
- MrTwosheds
- Recycler
- Posts: 3059
- Joined: Sat Feb 19, 2011 8:37 am
- Location: Outer Space
- Contact:
Re: New Cannons?
Got another mod loaded?
Also the colors of very short lived effects like the flame can be tricky, its only .02 secs between start and end you will probably only see a color in between the start and end colors anyway.
startColor = "255 31 31 255"
finishColor = "31 255 31 255"
this will probably look orange.
Also the colors of very short lived effects like the flame can be tricky, its only .02 secs between start and end you will probably only see a color in between the start and end colors anyway.
startColor = "255 31 31 255"
finishColor = "31 255 31 255"
this will probably look orange.
The Silence continues. The War Of Lies has no end.
- General BlackDragon
- Flying Mauler
- Posts: 2408
- Joined: Sat Feb 19, 2011 6:37 am
- Contact:
Re: New Cannons?
Okay, important question: You using a new file name yes?
If so, make you RenderName(s) point to the new file name's renders. Renders can be called from any file.
renderName = "atstab_c.render" << Filename . RenderName.
[Render] << This is the render name.
renderBase = "draw_multi"
renderCount = 3
renderName1 = "atstab_c.smoke" << FileName . RenderName.
renderName2 = "atstab_c.flame"
renderName3 = "atstab_c.Light"
So, you could call a render from a completely different ODF, such as blast_c.core, or some such, in a renderName.
If so, make you RenderName(s) point to the new file name's renders. Renders can be called from any file.
renderName = "atstab_c.render" << Filename . RenderName.
[Render] << This is the render name.
renderBase = "draw_multi"
renderCount = 3
renderName1 = "atstab_c.smoke" << FileName . RenderName.
renderName2 = "atstab_c.flame"
renderName3 = "atstab_c.Light"
So, you could call a render from a completely different ODF, such as blast_c.core, or some such, in a renderName.
Battlezone Classic Public Forums
*****General BlackDragon*****
*****General BlackDragon*****
-
- Sabre
- Posts: 317
- Joined: Mon Aug 13, 2012 8:02 am
Re: New Cannons?
I see. Awesome
Thanks guys =D
Thanks guys =D