How to add the particle effect on weapons/shields?
How could i add the particle effect (like the lvl 40 quest weapons, for example) on new weapons or shields..?? I already know the code for aging/100 quest weapon is:
But i dont know how to add that LVL 40 quest particle.. :( does anyone here know??????
Thanks in advance. :*:
11-08-11
tnrh1
Re: How to add the particle effect on weapons/shields?
Just copy this code into each weapon you want to be glow, as you can the 3 first parameters represent the glow color (RGB).
I'm not sure about the other paratmeters, looks like the 4th is always 0 and my guess that the last one is the glowing depth.
Re: How to add the particle effect on weapons/shields?
i think you totally misunderstood me. I am talking about the particle (some also call 'partical') effect from the lvl 40 quest, not the glow effect from the lvl 100 quest. Ok.. ;)
Not the 'quest weapon glow', which i said i already done XD
@edit, the parameters on the "Quest Weapon Glow" are : BlueGreenRedItem TransparencyAnd blinking speed (more is slower). But i want the particle effect ok :)
11-08-11
tnrh1
Re: How to add the particle effect on weapons/shields?
Sorry then,
First thing you should try is to compare a quest weapon file and a normal one find the diffrent lines and copy it.
But I think it has nothing to the txt files.
11-08-11
bobsobol
Re: How to add the particle effect on weapons/shields?
No. Doesn't that only show up in the .itm file?
11-08-11
SheenBR
Re: How to add the particle effect on weapons/shields?
its probably inside the .itm file
11-08-11
ScreamingFox
Re: How to add the particle effect on weapons/shields?
I didnt understood that .itm thing..., seems to be item logs..
But..
I found the line that gives that effect =D
Its:
*ÀÌÆåÆ®¼³Á¤ (spaces) 1
(on the item file at gameserver/OpenItem)(on kpt servers)
I've tried 2 and 3 but nothing happened.. if i can discover where this effect files are, i would know a bit more (like if i can add a new particle effect for weapons or shields..), i guess other numbers would mean another kind of particle effects for items (like "particleEffect 'x' ")..
Cute, i already know the "Quest weapon glow", and this "Lvl 40 Particle Effect", after i try to edit it (the particle), i will look in to the 'subtextures'.. i dont know if the subtexture effect seen on monsters (like the Iron Fist, if you look closely), which is very like a mixing subtexture..could be applied to an item..
@Bobsobol: Do you know if the subtexture effect can be applied to itens (would be like a factory-ready mixed item)..??
12-08-11
Vormav
Re: How to add the particle effect on weapons/shields?
This effect is in
\Effect\Particle\Script\ClassUpWeapon1.part
and ClassUpWeapon2.part
Effect is saved in unique item data on server and client read that and add effect if line of this effect is in .itm. So if you add this line to open item files on server than you have to buy/generate item again.
Age effect is line in your firs post.
If you planing to add mix effect than you have to edit your client and build jump case for your weapon to add effect you are looking for.
12-08-11
ScreamingFox
Re: How to add the particle effect on weapons/shields?
Yeah i've found that script, but i think there's something more to it, because if i replace these particle scripts by another (for example the atalanta 'windy' particle script), even if its an particle system that stands still, it will move like that (it duplicates the particle and gives it that lvl 40 quest 'orbit' spin).
@Vormav: the line that adds this particular effect has the '1' value, does that mean its possible to add a new particle effect (a normal one, that does not spin) (for weapons/shields), that would be '2' or '3'.. Like adding new maps or itens (altering the client/server).??
(excuse my ignorance i know nothing on programming). (theres a possibility that this particular line says: "AddSpinningParticle" or something like it, i dont know any korean...). I need to learn how to put a normal still (not spinning) particle on weapons/shields for starters..
I think it would be cool having items with a lot of different/new particles.. would be like a 'superior' quest weapon (like a '115 lvl quest' hehe) or even a stylish shield with particle effects XD. I think it would brighten up the game =D (i see a lot of games nowadays with a lot of partical fx on weapons and shields)
(would be like this (or completely different xd) on shields)
http://i55.tinypic.com/nnwbux.jpg
(its an edited image - cant do this on the game D:)
(the shield has like an radioactive mist just in front of it xd)
=D
12-08-11
Vormav
Re: How to add the particle effect on weapons/shields?
You need to remember than for now every effect you adding will be on lvl 40 quest weapon. But yes it is possible to add new effects, you don't need to know programing but you need to learn ASM. You will have to look into .itm files and see what exactly is written when you add this line to items and than in client build switch table for other values 2, 3, 4, 5... etc.
To change spinning, transparency... etc. etc. look for this function in client:
If I remember you should change values in those: mov dword ptr [esi+364h], 0
mov dword ptr [esi+14h], 1388h
mov dword ptr [esi+36Ch], 5DCh
You can add more I know PT support things like: effect facing player direction or NWES, transparency, location, rotation and some more I can't rmb now.
And yes you can do it on shield, you can even do it on armor.
If many player would use those effects at same time it might lag game so I think this would be OK only if we speed up PT 1st.
12-08-11
ScreamingFox
Re: How to add the particle effect on weapons/shields?
It would be like an 'elite item'.. xd.. But i dont think it would cause too much lag, because these effects already work on other things like 'enchanted weapons' or that shield mech skill..
I will try to open those .itm files and check it.. and seach wikipedia for 'ASM' =D
12-08-11
bobsobol
Re: How to add the particle effect on weapons/shields?
Quote:
Originally Posted by ScreamingFox
I found the line that gives that effect =D
Its:
*ÀÌÆåÆ®¼³Á¤ (spaces) 1
Is not *ÀÌÆåÆ®¼³Á¤, is *이펙트설정 ^_^ (Google says "Effect settings")
File offset: 1E5BF8 in most server executables.
--- EDIT ---
Assembler (ASM) is programming. But if the above line will apply that quest weapon effect to a non-quest weapon drop, then I don't think you even need to know that, unless you want to implement extra particle effects to weapons. (which would, indeed be cool)
12-08-11
Vormav
Re: How to add the particle effect on weapons/shields?
If you are going to flip few switches and change some jumps than I would not call it programing ;) It would be cool if it was on rare weapons but 100 players with flaming axes would be annoying.
It can be done and its not that hard but I don't know who's going to spend time doing it, I already played with this some time ago and I can tell you that you can get some psychedelic effect :)
12-08-11
bobsobol
Re: How to add the particle effect on weapons/shields?
Well... I agree it's not programming, but I don't think you can do it unless you understand the program you are flipping switches in.
So you need to know programming to "not program". :lol:
13-08-11
ScreamingFox
Re: How to add the particle effect on weapons/shields?
@Bobsobol: Yes, implementing =DDD for shields too =DDD
@Vormav: Psychadelic, now i want it even more *0* xd.. This and the 'mixed-visualization mode' (seeing boots and gloves, etc..) would be (at least for me) the 2 best 'upgrades' to (the aesthetic) the game :)
Dammit i'll have to manage some time now to learn this D:
xd
Aah.. and, the effects not necessarely have to be some bombastic crazy effects (like 'one hundred flaaaming axes'), subtle can be really cool too, if i really learn this (assembler) ill try to modify the mixing system to allow specific mixes that give a specific particle effect, on weapons and shields (psychodelic thought XD).
=D
13-08-11
tnrh1
Re: How to add the particle effect on weapons/shields?
Quote:
Originally Posted by Vormav
I can tell you that you can get some psychedelic effect :)
Agreed :thumbup1:
After playing alittle bit with the .part scripts I got this:
Just editing some values in there .. amazing ah?:drool:
13-08-11
ScreamingFox
Re: How to add the particle effect on weapons/shields?
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*)..
13-08-11
tnrh1
Re: How to add the particle effect on weapons/shields?
I'm also on a learning process.
We can share some guides and learn together :) eptadmin@walla.com
24-08-11
tnrh1
Re: How to add the particle effect on weapons/shields?
I noticed that you can't have a black glowing color on your weapon RGB(0 0 0 ) that could be cool ;)
26-08-11
Vormav
Re: How to add the particle effect on weapons/shields?
PT makes 100% black transparent, maybe little grayish would work?
27-08-11
bobsobol
Re: How to add the particle effect on weapons/shields?
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.
Re: How to add the particle effect on weapons/shields?
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.
27-08-11
bobsobol
Re: How to add the particle effect on weapons/shields?
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.
28-08-11
Vormav
Re: How to add the particle effect on weapons/shields?
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
28-08-11
bobsobol
Re: How to add the particle effect on weapons/shields?
Yes... I know what you mean about blinking, and aura... but that isn't connected to .part files. (am I wrong?)
And blinking speed (more is slower). But i want the particle effect ok :)
^_^
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