v 0.1 What Do You Think? Any Color Ideas? Anything? Bugs: 1-Fire is the same color as backfire - Blue Backfire = Blue Fire 2-Backfire Sometimes Blends into the environment. No download yet! Sorry! UPDATE: BUG FIXES v 0.2 Bugs: 1-None Fixes: 1-Fixed: Fire is the same color as backfire - Blue Backfire = Blue Fire 2-Fixed: Backfire Sometimes Blends into the environment. Here is how I managed to fix Fire Glitch: Spoiler: Open So the main problem was, Texture of Backfire was used as Fire And Backfire! I found this file in gameengine.zip\Art\Shapes\Particles managedParticleData.cs I searched for "afterfire" texture. and found these lines of code: Afterfire: Spoiler: Open Code: datablock ParticleData(BNG_afterfire_orange_flame2 : DefaultParticle) { textureName = "art/shapes/particles/afterfire_orange_flame2.dds"; animTexName = "art/shapes/particles/afterfire_orange_flame2.dds"; colors[0] = "1 1 2 0"; colors[1] = "1 1 2 1"; colors[2] = "1 1 1 0.5"; colors[3] = "1 1 1 0"; dragCoefficient = "0"; gravityCoefficient = "0"; inheritedVelFactor = "0"; spinRandomMin = "-180"; spinRandomMax = "180"; lifetimeMS = "530"; lifetimeVarianceMS = "10"; sizes[0] = "0.2"; sizes[1] = "0.35"; sizes[2] = "0.4"; sizes[3] = "0.3"; times[0] = "0.0"; times[1] = "0.33"; times[2] = "0.67"; times[3] = "1"; spinSpeed = "15"; }; datablock ParticleData(BNG_afterfire_orange_flame3 : DefaultParticle) { textureName = "art/shapes/particles/afterfire_orange_flame3.dds"; animTexName = "art/shapes/particles/afterfire_orange_flame3.dds"; colors[0] = "1 1 2 0"; colors[1] = "1 1 2 1"; colors[2] = "1 1 1 0.5"; colors[3] = "1 1 1 0"; dragCoefficient = "0"; gravityCoefficient = "0"; inheritedVelFactor = "0"; spinRandomMin = "-180"; spinRandomMax = "180"; lifetimeMS = "530"; lifetimeVarianceMS = "10"; sizes[0] = "0.2"; sizes[1] = "0.35"; sizes[2] = "0.4"; sizes[3] = "0.3"; times[0] = "0.0"; times[1] = "0.33"; times[2] = "0.67"; times[3] = "1"; spinSpeed = "5"; }; datablock ParticleData(BNG_afterfire_orange_flame1 : DefaultParticle) { textureName = "art/shapes/particles/afterfire_orange_flame.dds"; animTexName = "art/shapes/particles/afterfire_orange_flame.dds"; colors[0] = "1 1 2 0"; colors[1] = "1 1 2 1"; colors[2] = "1 1 1 0.5"; colors[3] = "1 1 1 0"; dragCoefficient = "0"; gravityCoefficient = "0"; inheritedVelFactor = "0"; spinRandomMin = "-180"; spinRandomMax = "180"; lifetimeMS = "530"; lifetimeVarianceMS = "10"; sizes[0] = "0.2"; sizes[1] = "0.2"; sizes[2] = "0.4"; sizes[3] = "0.3"; times[0] = "0.0"; times[1] = "0.33"; times[2] = "0.67"; times[3] = "1"; spinSpeed = "10"; }; datablock ParticleData(BNG_afterfire_orange_glow : DefaultParticle) { textureName = "art/shapes/particles/afterfire_orange_glow.dds"; animTexName = "art/shapes/particles/afterfire_orange_glow.dds"; colors[0] = "1 1 1 0.2"; colors[1] = "1 1 1 0.3"; colors[2] = "1 1 1 0.5"; colors[3] = "1 1 1 0"; dragCoefficient = "0"; gravityCoefficient = "0"; inheritedVelFactor = "0"; spinRandomMin = "-180"; spinRandomMax = "180"; lifetimeMS = "520"; lifetimeVarianceMS = "10"; sizes[0] = "0.2"; sizes[1] = "0.3"; sizes[2] = "0.8"; sizes[3] = "0.2"; times[0] = "0.0"; times[1] = "0.33"; times[2] = "0.67"; times[3] = "1"; spinSpeed = "5"; }; datablock ParticleData(BNG_afterfire_blue_flame1 : DefaultParticle) { textureName = "art/shapes/particles/afterfire_blue_flame1.dds"; animTexName = "art/shapes/particles/afterfire_blue_flame1.dds"; colors[0] = "1 1 2 1"; colors[1] = "1 1 2 0.5"; colors[2] = "1 1 1 0.2"; colors[3] = "1 1 1 0"; dragCoefficient = "0"; gravityCoefficient = "0"; inheritedVelFactor = "0"; spinRandomMin = "-180"; spinRandomMax = "180"; lifetimeMS = "520"; lifetimeVarianceMS = "10"; sizes[0] = "0.2"; sizes[1] = "0.3"; sizes[2] = "0.8"; sizes[3] = "0.2"; times[0] = "0.0"; times[1] = "0.33"; times[2] = "0.67"; times[3] = "1"; spinSpeed = "5"; }; datablock ParticleData(BNG_afterfire_blue_small : DefaultParticle) { textureName = "art/shapes/particles/afterfire_blue_flame1.dds"; animTexName = "art/shapes/particles/afterfire_blue_flame1.dds"; colors[0] = "1 1 2 0.0"; colors[1] = "1 1 2 0.2"; colors[2] = "1 1 1 0.1"; colors[3] = "1 1 1 0"; dragCoefficient = "0"; gravityCoefficient = "0"; inheritedVelFactor = "0"; spinRandomMin = "-180"; spinRandomMax = "180"; lifetimeMS = "560"; lifetimeVarianceMS = "10"; sizes[0] = "0.1"; sizes[1] = "0.15"; sizes[2] = "0.2"; sizes[3] = "0.15"; times[0] = "0.0"; times[1] = "0.1"; times[2] = "0.67"; times[3] = "1"; spinSpeed = "10"; }; datablock ParticleData(BNG_afterfire_red_small : DefaultParticle) { textureName = "art/shapes/particles/afterfire_red_flame1.dds"; animTexName = "art/shapes/particles/afterfire_red_flame1.dds"; colors[0] = "1 1 2 0.0"; colors[1] = "1 1 2 0.2"; colors[2] = "1 1 1 0.1"; colors[3] = "1 1 1 0"; dragCoefficient = "0"; gravityCoefficient = "0"; inheritedVelFactor = "0"; spinRandomMin = "-180"; spinRandomMax = "180"; lifetimeMS = "560"; lifetimeVarianceMS = "10"; sizes[0] = "0.1"; sizes[1] = "0.15"; sizes[2] = "0.2"; sizes[3] = "0.15"; times[0] = "0.0"; times[1] = "0.1"; times[2] = "0.67"; times[3] = "1"; spinSpeed = "10"; }; datablock ParticleData(BNG_afterfire_blue_jet : DefaultParticle) { textureName = "art/shapes/particles/afterfire_blue_jet.dds"; animTexName = "art/shapes/particles/afterfire_blue_jet.dds"; colors[0] = "1 1 1 0"; colors[1] = "1 1 1 0.5"; colors[2] = "1 1 1 0.2"; colors[3] = "1 1 1 0"; dragCoefficient = "0"; gravityCoefficient = "0"; inheritedVelFactor = "0"; spinRandomMin = "-180"; spinRandomMax = "180"; lifetimeMS = "540"; lifetimeVarianceMS = "10"; sizes[0] = "0.2"; sizes[1] = "0.4"; sizes[2] = "0.6"; sizes[3] = "0.8"; times[0] = "0.0"; times[1] = "0.1"; times[2] = "0.67"; times[3] = "1"; spinSpeed = "5"; }; The fire was using the same texture as Backfire. art/shapes/particles/afterfire_orange_flame.dds ---- art/shapes/particles/afterfire_orange_flame3.dds ---- etc. the same line of code was used in Fire ParticleData. So i duplicated original file and named them fire_orange_flame.dds The file was named: afterfire_orange_flame.dds then I changed the fire ParticleData to textureName = "art/shapes/particles/fire_blue_jet.dds"; animTexName = "art/shapes/particles/fire_blue_jet.dds"; Thats it! Now Afterfire has a different texture than normal Fire! ---- <CODEC>