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  1. #1
    Unfrequent Visitor Member tombom's Avatar
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    Default Re: More Answers

    Thanks for the reply Jerome :)

    Nice to know that another patch is in the works and you're hoping to release the abttle editor with it.
    caesar44 is having a system failure Claudius. He no longer has a head, on the count of it exploding. - Wonderland in this thread

  2. #2

    Default Re: Post your "must-know" modding questions here!

    i have a question concerning custom effects.
    a couple of guys over at the twcenter forums including me are trying to figure (sp?) out how the effects (particle) system works. we have been able to create some custom effect but we are clueless as to how the effects are triggered. in other words we can replace/edit existing effects like the effects that occur when projectile hit but not add new ones. it is our understanding that there must be hidden tags/triggers like flaming_man_effect which oviously triggers one effect in descr_burning_men_effect_final.txt. is there a chance you might tell us where to find these tags or could you tell us for example how to link en effect to.. lets say an animation?

    oh, and please excuse my english.. not an native speaker ;)

  3. #3

    Default Re: Post your "must-know" modding questions here!

    I just got to ask this one, sorry... there is quite a thread over at twcenter of people trying to activate the "blood effects" in the game. Would you be willing to help them out in anyway with some information on how to do this?

    Thanks for your time.

    Jordan "AstroCat"

  4. #4
    Senior Member Senior Member hoggy's Avatar
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    Default Re: Post your "must-know" modding questions here!

    Thanks for the answers to those question Jerome, you can't imagine how much it helps modders to have a point of reference in these early stages.

    I've got a quick one for you : How do we mod the UI? Thoros and I tried editting the files in Data\UI\ROMAN\INTERFACE but they seemed to have no effect on the interface in game. Are these files triggered by some other text file?

    Would be good to be able to mod the Interface textures accordingto the mod style ie. japanese for DJs mod.

    many thanks - hoggy

  5. #5
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Post your "must-know" modding questions here!

    I am able to mod the UI, so I don't know how you are not able to. I can edit all the faction emblems, scrolls, infopics, buttons without problems. Except one: the parchment has a brown/yellow colour. If I change the parchment in the TGA it will still have the brown/yellow colour and gradiations in colours are also messed up. I posted this some pages ago. I tried with the M:TW scroll but will try it also with the S:TW scroll.

  6. #6
    Savior of Peasant Phill Member Silver Rusher's Avatar
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    Default Re: Post your "must-know" modding questions here!

    Something I need to find out- Where can I find and edit the banners used in the battle map by each faction?
    THE GODFATHER, PART 2
    The Thread

  7. #7

    Default Re: Post your "must-know" modding questions here!

    Jerome please help us!

    ;bleeding_blood_set

    effect bleeding_blood
    {
    type particle
    {
    texture battlefield/blood/bloodOil_1.tga
    sprite_origin 0.15, 0.15
    sprite_size 0.7, 0.7
    size_range 2, 2.5
    age_range 1.0, 1.5
    grow_range1, 1 ;1, 2
    vel_range 1,1
    fade_time 1
    die_size 4, 12
    colour 186, 30, 69 ; R G B
    alpha_max 100 ; 150 maximum alpha value
    spin_rate 0, 0 ;0, 0 clockwise/counterclockwise
    acceleration 0,2.0,0 ; 0,-6.0, 0
    emitter cone
    {
    density 1; how many particles per second
    emitter_falloff_dist 100 ; 400 distance in meters to reduce
    emitter_falloff_bias .8 ;
    angle 85 ;15 angle of cone in degrees
    }
    }
    }




    effect bleeding_blood_spray_1
    {
    type particle
    {
    texture battlefield/blood/blood_particle_2.tga

    sprite_origin 0.15, 0.15
    sprite_size 0.7, 0.7
    size_range .5,2.5
    age_range 0, .5
    grow_range .2, 1.4
    vel_range 0.5, 1.0
    fade_time 1 ;
    die_size 4, 6
    colour 186,30,69
    alpha_max 100 ; maximum alpha value
    spin_rate 0, 0
    acceleration 0,-3.0,0

    emitter cone
    {
    density 12.5// ; how many particles per second
    emitter_falloff_dist 50 ; distance in meters to reduce emission over
    emitter_falloff_bias 0.5 ;

    angle 15 ; angle of cone in degrees
    }
    }
    }


    effect bleeding_blood_spray_4
    {
    type particle
    {
    texture battlefield/blood/blood5.tga

    sprite_origin 0.15, 0.15
    sprite_size 0.7, 0.7
    size_range .5,4
    age_range 0,4
    grow_range .2, 1.1
    vel_range 0.5, 1.0
    fade_time 1
    die_size 4, 5
    colour 186,30,69
    alpha_max 80 ; maximum alpha value
    spin_rate 0, 0
    acceleration 0,.1,0


    emitter cone
    {
    density 1.5// ; how many particles per second
    emitter_falloff_dist 30 ; distance in meters to reduce emission over
    emitter_falloff_bias 0.7 ;

    angle 15 ; angle of cone in degrees
    }
    }
    }

    effect_set bleeding_blood_set
    {
    lod 1000
    {
    bleeding_blood
    bleeding_blood_spray_1
    bleeding_blood_spray_4

    }
    }

    Here is the problem. This effect_set can only be called if I
    1. Create a New projectile and add a line for end_effect.
    2. Replace with and or add an end_effect to exsisting Projectiles.
    3. Replace an Exsisting defined effect_set.

    We can have all the blood we want only if it is a projectile or it replaces
    and exsisting say flaming_man_effect.

    I see a reference for a interaction_effect_edit_dialog. My assumption is that this is how the effect_set are linked to the particular exsisting effects.

    If CA could help and possible shine some light on if there is a placeor file I can define these effects to take place during melee.. for Example

    descr_damage.txt

    damage piercing
    effect my_custom_blood_hit_effect
    end_effect my_custom_blood_death_hit_set

    CA please

    Dagoster

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