#11
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I was a little wrong about the particle before: it seems like you can do some stuff with it, but it's hardcoded to only appear if the camera is really close up to the weapon. It also seems like everything about it scaled way down (presumably to make the originally-decent-sized particle look tiny). Example here. Unrelated: some of the PoP-era stuff use a negative velocity value to make particles appear to be drawn in toward the weapon. Neat. | |||
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#12
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#13
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SK epic with the little skulls reinterpreted as a flame-like spray.
Blowier leafblower. There's a mostly-lame mode that lays the particles out along a plane; the orientation of the plane depends on the rotation of the emission point (all old weapons with particles necessarily have skeletons, the particles emitters must be attached to a bone). For most things, the flat of the plane runs up the length of the weapon and out the sides. Perpendicular to the length of the weapon would seem neater, could make sort-of encircling halo effects. But in any case here's an example of how it is. Seems to be a bit unstable; the partcles there were set to have no direction or velocity. Annnnd that's about the point where I lose interest and wonder why I blew a morning working on the tool to edit these. | ||
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#14
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#15
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#16
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#17
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Hey Zaela I saw some of the stuff you posted on the Shards of Dalaya forum. All great things.
Does this particle editor allow you to play with spell effects as well? =) | ||
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#18
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I did make an editor for the newer format a couple years back, though: download link. Can't vouch for the quality of the code, but it seems like it still works. Spell particle data is in spellsnew.edd, as far as I'm aware. Weapon model particles also use this format starting from Omens of War (I think); those are in ActorEmittersNew.edd. The newer format is a lot more complex -- there are 80 different fields, around half of which were unclear to me when I was poking at them way back when. Telin probably knows a lot more about it. The format makes it easy to change the images that are used for the particles, at least: they are loaded from folders inside the EQ folder, and there's a field to specify the filename. (You could do this for the classic weapon particles as well by overwriting the images in gequip.s3d; I'm not sure where the filename associations are made for those, though.) [You must be logged in to view images. Log in or Register.] edit: obligatory super-non-classic master sword brimming with hearts [You must be logged in to view images. Log in or Register.] | |||
Last edited by Zaela; 08-08-2016 at 04:42 AM..
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#19
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omg that SK epic effect, WANT!
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#20
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1) File > Open > [navigate to your EQ folder] > gequip.s3d 2) Model: IT145_HS_DEF 3) Particle: SKULL_PCD 4) Settings: Mode -> 3 ("Stream Dispersal") Simultaneous Particles -> 3000 Lifetime -> 1250 Emission Delay -> 10 Cone Angle -> 15.000000 Dispersal Velocity -> 10.000000 Vector Z -> 1.000000 5) File > Save changes [You must be logged in to view images. Log in or Register.] If you don't want it any more: Backup > Restore original file | |||
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