Agreed :thumbup1:
After playing alittle bit with the .part scripts I got this:
http://img717.imageshack.us/img717/6512/64170319.png
Just editing some values in there .. amazing ah?:drool:
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Agreed :thumbup1:
After playing alittle bit with the .part scripts I got this:
http://img717.imageshack.us/img717/6512/64170319.png
Just editing some values in there .. amazing ah?:drool:
Its too bright to see.. xd .. Have you 'stopped the stars from spinning'? I'll try to get a reasonable knowledge about assembler and try to implement it somehow, as a normal particle system for weapons which you could use in any weapon/shield, would be implemented like (together with this others.. if i learn asm, why not xd):
ItemParticle1 ('1-16') // 16 kind of particle effects...
ItemSubTexture1 ('1-16' 'Speed' 'tex.transparency') // 16 'mixing-like' subtextures...
ItemSubTexture2 ('B G R' 'filename.image' 'Blinking Spd (0 is still') // Self-Illumination subtexture (item would shine just in specific spots).
AddLightSource1 ('x y z' 'B G R' 'Intensity' 'Blinking Spd(0 is still)' 'Radius') // Light affecting nearby starting from the model pivot + 'x y z'...
=D
ive seen a book on assembler for beginners, i will try to take a look this week (time is like water on desert *0*)..
I'm also on a learning process.
We can share some guides and learn together :)
eptadmin@walla.com
I noticed that you can't have a black glowing color on your weapon RGB(0 0 0 ) that could be cool ;)
PT makes 100% black transparent, maybe little grayish would work?
Sorry, no. It's not a colour mask like the pure magenta ones Windows used to use for toolbar icons. It's the blend method.
You need to change the "sourceblendmode = " line, or add one.
Options areBLEND_ALPHAI'm guessing you want "BLEND_SHADOW". :D:
BLEND_COLOR
BLEND_ADDCOLOR
BLEND_SHADOW
BLEND_LAMP
BLEND_INVSHADOW
But hes talking about glow not blending.
Blending does what it says, you have similar representation in photoshop like Darken or Color or Pin Light.
You can connect them with maps like
*MAP_SELFILLUM or *MAP_OPACITY to get different effects.
But he was talking about glow RGB, like when you use force orb or age weapon.
I think BLEND_SHADOW will blend/hide black pixels on bright sky since PT have very fake transparency.
Errm. Particle effects don't make object "glow"... glow is "added" light, 0 - 255, and shadow is subtracted light outside that range... = not possible.
ie, if you could set RGB = -255, -255, -255 then that would be black... but I think you can't, 0 (no added light) is as low as you can go.
But the particle "sprites" can have these effects (as you say, available for "layers" in most art programs) applied to them. If the "sprites" are TGA, then they may have an "alpha layer" in them. (32-bit bitmap, not the 24 that PT restricts BMPs to) If it's there, it changes how these blending modes work quite a bit.
I've only done this in .part files for particle emitters on the map, not on weapons or players... but since the same code reads and interprets them, it should still follow through.
I have no idea what you mean by -255 on RGB.
You can make light on PT this way but glow is just aura, you can make could make black glow by blinking from BLACK to TRANSPARENT Alpha and that would give you impression of black glow or if you prefer demonic impression of dark aura O_o
Yes... I know what you mean about blinking, and aura... but that isn't connected to .part files. (am I wrong?)
http://img717.imageshack.us/img717/6512/64170319.png
That looks like an awful lot of small particles emanating from a player / their weapon. Not an "aura", or blink.
^_^Quote:
Originally Posted by ScreamingFox
Fox was using the blink as an example he found, but trying to reference the stars or green smoke on the Attas Jav, not the green glow (aura) on her shield... IINM
But its a little bit fake for me, when you look at ground and Hukl arm than you will notice that this is transparent flat surface.
W8 a second... YOU CAN!
Shadowmonster have skill that have "black glow".
You need to find his particle effect.
That is what I was thinking... or... is Naz also? Can't remember, don't fancy hunting. XD
Anyway... I'm not sure if those are .part files or LUA or what... but I believe the basic overlay effect is possible in any method of Particle creation. (same "sprite" engine) Syntax will change, ofc.
I've created dark smoke particles and strange shadow mist with .part files before. So, if you can attach them to weapons (which I've not done) then I believe the line I gave is the key to doing that.