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New Cannons?
Posted: Sat May 24, 2014 8:22 pm
by XxHAMADEHxX
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
Re: New Cannons?
Posted: Sat May 24, 2014 8:26 pm
by Red Devil
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
Re: New Cannons?
Posted: Sat May 24, 2014 8:37 pm
by XxHAMADEHxX
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
Re: New Cannons?
Posted: Sat May 24, 2014 8:51 pm
by MrTwosheds
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.
Re: New Cannons?
Posted: Sat May 24, 2014 11:00 pm
by General BlackDragon
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.
Re: New Cannons?
Posted: Sat May 24, 2014 11:07 pm
by XxHAMADEHxX
I see. Awesome
Thanks guys =D