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[GFX] Let there be Fire.... ball Deluxe V1|V2 with billowing smoke

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eRe4s3r:
Download http://www.arcengames.com/forums/index.php?action=dlattach;topic=9266.0;attach=4254

hehe.. i just couldn't resist.. i can haz made new fireballs first you need to edit the relevant entries in the particle xml file found here AVWW\RuntimeData\Configuration


--- Code: ---  <g pattern="Fireball">   
    <p name="Fire" y="10" offs="-2, 2, -2, 2" mov="60, 100, 170, 190" rot="0, 180, -0.5, 0.5" diffuse="0, 0, 0"
       fade="1, 1, 0.75, 0.5, 0" sca="2, 1, 2, 1, 1" anim="50" infront="45" emiss="0.00001" shad="Normal" ondeath="2" perframe="1" />
   
  <p name="Fire" y="10" offs="-2, 2, -2, 2" mov="60, 100, 170, 190" rot="0, 180, -0.5, 0.5"
       fade="1, 1, 0.75, 0.5, 0" sca="2, 1, 2, 1, 1" anim="100" infront="45" emiss="0.00001" shad="AdditiveDouble" ondeath="2" perframe="1" />

  <p name="FireDedicatedGlow" y="10" offs="-5, 5, -5, 5" mov="8.0, 15.0, 170, 190" rot="0, 0, -0.5, 0.5"
       fade="1, 1, 0.75, 0.5, 0" sca="0.5, 0.8, 0.75, 0.5, 0" anim="95" infront="45" emiss="0.01" shad="AdditiveDouble" ondeath="2" perframe="1" />
  </g>
--- End code ---

Replace particles.xml parts with this /copy paste is OK, just be sure it is all as it should be..) (the fade part is likely ignored by the game for now, but do it anyway, because its for mental note that these effects need a fade value ;p

So the attached rar contains 2 directories with V1 and V2 of the effect (different sprite animation), only 1 can be used at the same time, choose which one (V1 or V2) and copy BOTH fire_dict png's into AVWW\RuntimeData\Images\Particles\Fire and overwrite

Screenshots follow shortly

V1 is smaller more compact and doesn't "billow out" too much


V2 is larger and with large billowing smoke cloud trailing the fireball

superking:
nice, although it'd be even cooler if you could emulate the photoshop mockups you made (a ball, with a trail...)

eRe4s3r:
Heh wish that'd be so easy ,p I  don't really understand yet what we can do with the variables and what not and how to make a projectile + effect + glow and a trail with different sprites.

The funny thing is my mockup was the easiest thing in photoshop, but in actual game this is probably going to be one of the most advanced effects there is. It'd require at least 3 different sprites and probably 4 or 5 emitters with custom values, doing this by hand is pretty difficult, even if the ctrl+f4 thing in AVWW is awesome to test effect changes.

zebramatt:

--- Quote from: eRe4s3r on October 04, 2011, 06:05:03 am ---even if the ctrl+f4 thing in AVWW is awesome to test effect changes.

--- End quote ---

Amen to that.

eRe4s3r:
I just realized how to make the smoke not pitch black

if you change diffuse="0, 0, 0" to diffuse="96, 96 , 96" or diffuse="128, 128, 128" the smoke takes the color of the fire and blends over really nice.. but its a taste thing.. also apparently the fade values *are* used and additional flags ARE read, we just can't add additional "effect" types to a spell, and not define the sprites yet, but once we can do that.. oh boy, then this is gonna be one of the most epic moddable spell effect systems there is.

Also the reason i had to make the fireball larger again is that there is no easy way to transition fire-to-smoke when the particles are too small (but they ought to use lower opacity in in the sprites i guess but that'd require 2 sets of sprites (1 for fire, 1 for smoke)

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