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  1. #1
    Senior Member Senior Member Duke John's Avatar
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    Question How to add smoke to a projectile?

    I added smoke to a projectile with version 1.1. But with 1.2 I can no longer use the same edits. I did add smoke to artillery by adding an effect (note not a end_effect) in descr_projectile_new.txt:
    Code:
    projectile boulder
    
    effect		boulder_explosion_set
    end_effect		boulder_explosion_set
    damage			70
    damage_to_troops 8
    radius			0.3
    mass			0.1
    area			2.0
    accuracy_vs_units		0.09
    accuracy_vs_buildings	0.0625
    min_angle		0
    max_angle		70
    velocity		60
    bounce			0.5 0.6 0.5 0.4
    display			aimed
    effect_only
    In descr_arrow_trail_effect I changed the boulder_explosion_set so that it contained only 1 effect:
    Code:
    effect_set boulder_explosion_set
    {
    	lod 1000
    	{
    		;boulder_explosion_01
    		;boulder_explosion_02
    		;boulder_dust_explosion
    		boulder_dust_explosion2
    	}
    }
    Then the effect itself. I edited so it only contained one debris model. And the parameters are changed so that the effect does not last long.
    Code:
    effect boulder_dust_explosion2
    {
    	type explosion
    	{
    	; dust explode
    		model 				models_effects/explosion_dust2.cas
    		anim_time			0.5
    		max_scale   			0.1
    		max_particle_scale 		4
    		scale_time_bias			.9
    		alpha_time_bias			0.6
    
    		; debris
            debris_model                             models_effects/explosion_dust2.cas
            debris_num_particles     1
            debris_lifetime_range    2.2, 15
            debris_emit_angle        80               ; degrees
            debris_time_bias         0.9
            debris_velocity_range    1.01, 1.05
            debris_scale_range       6.4, 7.6
    	}
    }
    The above works for artillery, but when applied to infantry it shows the smoke for a fraction of a second before the game CTDs. This wasn't the case in 1.1, so I guess the code was changed concerning projectiles (something to do with the flaming arrows?).

    So does anyone know how to add smoke to infantry, or could someone from CA shed a light on this?

    It would be perfect if we could add a smoke that stays floating in the air around the model before disappearing. But the first part of the effect (dust explode) is attached to the projectile so it moves forward very fast, while the second effect is affected by gravity so it comes down, while it should slowly drift upwards. Jerome?

    Thanks,
    Rob

  2. #2

    Default Re: How to add smoke to a projectile?

    We ask the community for some help here, as RTW logically lacks a firearm unit it has to be created from scratch.
    We are working on a firing animation, try to get the smoke working, and would love to have rotating firing ranks and the possibility to volley-charge.
    Some of these will probably be sorted but it will take time, a lot of time, and some, like the rotating firing ranks, are hard-coded.
    My point and request toward the community and especially CA and Activision is, could you give us a hand here.
    It would make the RTW engine the perfect platform for a wide variety of modifications, and many current and future projects would benefit from it.
    The Japanese, Medieval, and all mods covering from the 15th to 19th century need a firearm unit.
    This means the RTW game will, like its predecessors, have a prolonged life on the strategy gaming market.
    First the quality and ingenuity of the Total War series is responsible for it's success, but the wide variety and quality of the modifications made by this community for the Total War platform has definitely contributed to the ongoing interest.
    Even today people buy one of the older versions, just to be able to play one of the many good modifications.The same will over time happen to the RTW platform.
    So again we ask the modding community and especially CA and Activision to give a helping hand and make our lives a little bit easier.
    Please give us some help to create a good firearms unit, it will benefit us all.

    Kind regards,

    LZoF
    Last edited by Lord Zimoa of Flanders; 03-18-2005 at 10:29.

  3. #3
    Vermonter and Seperatist Member Uesugi Kenshin's Avatar
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    Default Re: How to add smoke to a projectile?

    Godspetmonkey has managed it. Check out this https://forums.totalwar.org/vb/showt...063#post721063 thread for some screenies.
    "A man's dying is more his survivor's affair than his own."
    C.S. Lewis

    "So many people tiptoe through life, so carefully, to arrive, safely, at death."
    Jermaine Evans

  4. #4
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: How to add smoke to a projectile?

    Easily fixed!

    set debris_num_particles to 0!

    Thats it, loves to crash when you start spitting out a large number of debris (as happens when 60 men fire at once).
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  5. #5

    Default Re: How to add smoke to a projectile?

    Many thanks you're a true Gentleman, did you already try using the phalanx formation as suggested by someone on the Citadel TW forum?

    LZoF

  6. #6
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: How to add smoke to a projectile?

    Quote Originally Posted by Lord Zimoa of Flanders
    Many thanks you're a true Gentleman, did you already try using the phalanx formation as suggested by someone on the Citadel TW forum?

    LZoF
    No problems, I don't check these parts of the forums enough, nor my email it seems.

    Well, setting it to use phalanx would arm them with spears (not very useful), so unless I overhauled the animations and models which the phalanx units are given via that attribute, its not much use.

    But I am guessing (and this is a very educated one) that even if I got them to shoot the firearms properly in phalanx mode, the effect would mean be the same as setting them to hold thier ground, they just keep their tight formation, as soon as unit X is in range, it will attempt to fire at it (juts like in phalanx when unit X is in range of the spear/pike it will attempt to stab it).
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

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