WIP Colored Backfire

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

  1. <CODEC>

    <CODEC>
    Expand Collapse

    Joined:
    Oct 26, 2018
    Messages:
    8

    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
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice