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Thread: Question to mods with muskets/rifles

  1. #1
    The Dark Knight Member wlesmana's Avatar
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    Default Question to mods with muskets/rifles

    I've seen that Napoleon TW and CItadel TW had muskets/rifles with firing smoke/fire effect. My question is how do you do this? I've tried adding an explosion effect but the game CTDed on me. I can't work out particle effect to not follow the projectile and becomes a trail effect. Is there a trick to do this?

    Any help is appreciated.

    PS. This is not for a mod but for personal amusement.

  2. #2
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Question to mods with muskets/rifles

    It took me a while to discover this trick, and there is no need for you to waste the same amount of time. Note that this only works well for short range projectiles.

    Code:
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke0.tga
    
    		size_range      	2.1, 2.2
    		age_range       	0.3, 0.4
    	    	grow_range		1.1, 1.2
    		velocity   		0.0, 0.2
    		colour     		190, 190, 190
    		alpha_max	   	80			; maximum alpha value
    		emitter distance
    		{
    			; How many particels per meter. The inverse must not be higher then the maximum range
    			density		0.02
    			;emitter_falloff_dist	50			; distance in meters to reduce emission over
    			;emitter_falloff_bias	0.5
    		}
    		
    		fade_time		0.8		
    	}
    }
    The lowest value of density seems 0.01. We use 0.02 for ranges of 60 to 80 metres or so. It works like this: the density dictates how many particles are drawn per meter. If you make it 0.02 then there will be 1 particle drawn per 50 metres. The first particle is drawn around the firing soldier (which is the effect you want), then next one is then 50 metres along the trajectory of the projectile. However for some reason even when the maximum range is 70 metres, this second particle is not shown (which is good as it would appear somewhere in the middle of nowhere).

    If the target is under 50 metres then there usually is no smoke as the trajectory path is shorter than the the inverse of the density.

    So pick a range under 100 metres and play around with the density until you get a decent amount of smoke and no smoke elsewhere.

    I used 3 versions of this to get a quick puff of smoke (the above settings), then a bigger puff of smoke that lasts longer and then a final one. Play around with fade_time, size_range, age_range, grow_range.

    Cheers,
    Duke John

  3. #3
    The Dark Knight Member wlesmana's Avatar
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    Default Re: Question to mods with muskets/rifles

    Many thanks, Duke John!

  4. #4
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Question to mods with muskets/rifles

    Wles, I think the Dwarven Blunderbus units are a bad idea and hope you keep them out of the public release. j/k
    "One of the most sophisticated Total War mods ever developed..."

  5. #5
    The Dark Knight Member wlesmana's Avatar
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    Default Re: Question to mods with muskets/rifles

    Sorry, no Dwarven Blunderbuss.





    But they do get an M2A0 Bradley. The dwarven army is quite advanced, according to Tolkien. Mordor even claimed they have WMD, which lead to Operation Goblin Freedom.

  6. #6
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Question to mods with muskets/rifles

    Mordor was right, I saw the report: Warring Mad Dwarves (WMDs) everywhere!
    "One of the most sophisticated Total War mods ever developed..."

  7. #7

    Default Re: Question to mods with muskets/rifles

    Gorge Bush, the mouth of Sauron;
    "We will unificate the stuntified nation of the Dwaarves under a new benevolated government with the full and totalicated supportifing benevolation of the People of the Mordor."
    Mod leader of Warhammer; Total War


  8. #8
    Member Member Big Bear's Avatar
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    Default Re: Question to mods with muskets/rifles

    Hi, how do you link the particle effect to the acual weapon firing.

    A puzzled
    Big Bear

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