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WIP Colored Backfire

Discussion in 'Content Creation' started by <CODEC>, Jan 18, 2019.

  1. <CODEC>

    <CODEC>
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    Joined:
    Oct 26, 2018
    Messages:
    7

    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:

    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:
    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>
     

    Attached Files:

    • backgrounder1.png
    • backgrounder2.png
    • backgrounder3.png
    • backgrounder4.png
    • backgrounder5.png
    #1 <CODEC>, Jan 18, 2019
    Last edited: Jan 19, 2019
    • Like Like x 2
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