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How to change laser color (little tutorial)


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If you check the laser projectiles, they reference a model like W_LASER_SMALL.alo or one of those. They also have a which has the coordinates 0,0 or 3,0. If you check the W_LASER_SMALL.dds texture file, you can see which color is where. The color on the left is referenced by the 0,0 coordinates, and the color on the right is referenced by the 3,0 coordinates (so if the left beam shown in the texture is red, then 0,0 means the laser is red).

 

I'm currently checking how to change engine glow, I'll put the answer to that here once I figure that out.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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Thanks Shadow!  This could help me make a substitute for MAC rounds and Plasma cannon shots. 

 

Gonna see if I can't import the plasma shot in  ;D

 

Magnetic Acceleration Cannon Rounds? What are you playing a- *gasp*He Is gonna do a Hal- Mod!*

The rebelion will bring peace to the galaxy!

 

http://miniprofile.xfire.com/bg/sf/type/0/fleetadmiralak.png

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I'm working with a TC team on this one.  Though I might possibly be able to get a Halcy-*beat down for suspense*

 

w00t w00t!!!

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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That won't always work - you have to make sure to set 1 for it to read colour data from that .dds. Elsewise it only reads shape data. An even easier way to change laser colour, without having to touch the texture, is to set 2, and then edit or add this line:

104,181,230,255

Where the first number is R, second G, third B and last alpha.

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That won't always work - you have to make sure to set 1 for it to read colour data from that .dds. Elsewise it only reads shape data. An even easier way to change laser colour, without having to touch the texture, is to set 2, and then edit or add this line:

104,181,230,255

Where the first number is R, second G, third B and last alpha.

 

Except then you have to know the values of the colors you want...which I don't...I could find out, but I don't feel like it...

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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that would work great for infantry lasers that dont need much detail but we need the 1st way to allow more detail.. like the turbo laser batterys ect ect

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

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You can just google "RGB converter" or something. Works wonders. And FYI, that's how Petro did all their laser colours originally - most of the stuff in that texture is pointless. Even for turbolasers ;) and proton torps. Not saying I condone this, I've completely changed all my projectile graphics, but it is easier if you're not going to need different shapes for laser FX for each race - ie Imperial and Rebel can easily use the same TL sprite with colour variance.
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You can just google "RGB converter" or something. Works wonders. And FYI, that's how Petro did all their laser colours originally - most of the stuff in that texture is pointless. Even for turbolasers ;) and proton torps. Not saying I condone this, I've completely changed all my projectile graphics, but it is easier if you're not going to need different shapes for laser FX for each race - ie Imperial and Rebel can easily use the same TL sprite with colour variance.

 

That's my evil plan!!! Of course, I've run into some major testing problems...exception errors left and right. Almost all of my edited xml files cause an exception. So, I'm rebuilding from the ground up. I'm making new files from the 1.03 updated files using the old ones as a reference. The major problem is I can't figure out what the heck is causing the problems...

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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man ..i wish the sdk and the map editor were out. in generals u start the terrain editor up .. and if there was a bad line of code.. (even if it didnt crash the game) it would tell you.. in which INI file it was in.. and in what line of code it was in too.. the good ol days :P

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

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man ..i wish the sdk and the map editor were out. in generals u start the terrain editor up .. and if there was a bad line of code.. (even if it didnt crash the game) it would tell you.. in which INI file it was in.. and in what line of code it was in too.. the good ol days :P

 

Something to tell us if there's any bad code would be very useful (hint hint, Petro! ;D). Especially when there are no visible problems...

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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Sometimes it was an annoyance.. because it keeps saying that a line of code is wrong.. but the game runs fine..

Mods especially.. i guess its a way to de bug em..b ut sometimes u just cant take em out ><

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

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