Page 1 of 1
Effect color change [Solved]
Posted: Tue Jun 26, 2007 5:40 pm
by Caleb1117
Ok I've dug though the assets to find an effect that fits my need, for my KotOR starmap, I found it, Halo.fx.

Note: I darked the pic.
The thing is, its the wrong color, It should be orange, but its blue, I changed its RGB, but no effect.
Here is my halo.fx:
LightBeam("halo")
{
Color(255, 165, 79);
Length(0.0);
InitialWidth(1.8);
FinalWidth(1.0);
FlareIntensity(1.0);
}
and the object ODF:
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "kotor_starmap_open2.msh"
[Properties]
GeometryName = "kotor_starmap_open2"
AttachEffect = "halo"
AttachToHardPoint = "hp_ball"
FoleyFXGroup = "metal_foley"
What do I need to do to make it orange?
Re: Effect color change
Posted: Tue Jun 26, 2007 5:48 pm
by EGG_GUTS
Caleb1117 wrote:
LightBeam("halo")
{
Color(
255, 165, 79);
Length(0.0);
InitialWidth(1.

;
FinalWidth(1.0);
FlareIntensity(1.0);
}
Look for the orange in this chart and change the numbers I highlighted into the numbers for the orange.
I found the chart in forum posted by Acemastermind. (put this cuz I couldn't of helped you if he hadn't posted it.)
http://www.pitt.edu/~nisg/cis/web/cgi/rgb.html
RE: Re: Effect color change
Posted: Tue Jun 26, 2007 6:06 pm
by Caleb1117
I used that site, and besides, I've tryed to change the RGB twice, no effect eaither time.
You could try an attached light
Posted: Tue Jun 26, 2007 6:11 pm
by AceMastermind
If your effect refuses to change color, then you could just replace it with a light, by attaching the light ODF to the same hardpoint, you could easily create a light ODF to look exactly like that halo effect, and i've never encountered any issues changing light colors in light ODFs.
RE: Re: Effect color change
Posted: Tue Jun 26, 2007 6:11 pm
by -_-
make sure you save the .fx with a different file name. Or the object will look for the one that was shipped with the game.
RE: Re: RE: Re: Effect color change
Posted: Tue Jun 26, 2007 7:04 pm
by Caleb1117
-_- wrote:make sure you save the .fx with a different file name. Or the object will look for the one that was shipped with the game.
Thats probably it, how annoying
EDIT
Ok, saving under a diffrent name did not work, so I tried to make a new light...
I can't get it to encompass the whole ball. Lol.

Also, I don't see how I'm going to get it to look like the halo.fx
[GameObjectClass]
ClassLabel = "Light"
[Properties]
Color = "255 165 79"
ConeLength = 0.6
ConeWidth = 0.5
ConeInitialWidth = 0.1
ConeFadeFactor = 0.1
FlareIntensity = 1.0
FlickerType = 0
FlickerPeriod = 1.0
OmniRadius = 360.0
RE: Re: RE: Re: Effect color change
Posted: Tue Jun 26, 2007 8:19 pm
by Taivyx
For future reference, the color chart at wikipedia is the best rgb value finder around.
http://en.wikipedia.org/wiki/List_of_colors
Attached light ODF
Posted: Tue Jun 26, 2007 8:49 pm
by AceMastermind
Try this light ODF, I just threw this together real quick, so you'll have to adjust the sizes and experiment with the different settings to suit your needs:
Code: Select all
[GameObjectClass]
ClassLabel = "Light"
[Properties]
Color = "255 165 79"
ConeLength = 1.0
ConeWidth = 5.0
ConeInitialWidth = 0.4
ConeFadeFactor = 2.0
FlareIntensity = 2.0
HaloRadius = 11.0
HaloFadeLength = 12.0
HaloFadeFactor = 0.0 5.0
BeamIntensity = 10.0
Posted: Tue Jun 26, 2007 9:22 pm
by FragMe!
In your worlds req file find these lines and add you renamed effect name there see if that makes a difference.
Code: Select all
REQN
{
"class"
"bluelight"
"redlight"
"greenlight"
"whitelight"
}
If that doesn't work try looking in the docs BF2lighting docs in particular it descibes attached lights and effect.
Posted: Wed Jun 27, 2007 10:51 am
by Caleb1117
Thanks ace, a slight tweak to the outer radius, and it looks great.
Also just FYI I made it sorta like the hoth sheild generator.
You can spawn, change classes, and capture it.
But you can't destroy it, and It has no hologram of the side your playing on.

Posted: Mon Jul 02, 2007 1:00 am
by jangoisbaddest
Branching off of this topic, is there any way to duplicate the effects of, say, a Zero Editor light with a light attached to an ODF? As in affecting terrain, objects, etc, but not showing any "cone" or "halo"? This would solve all my problems (at least those dealing with light

). Oh, and forgive my ignorance if this is obvious, as the Light documentation doesn't explain everything, or in enough detail.
Posted: Mon Jul 02, 2007 2:09 am
by Penguin
set the cone and halo to 0 in the .odf
Posted: Mon Jul 02, 2007 12:40 pm
by jangoisbaddest
Ah, but isn't that "cone length" and "cone width" you're talking about, or something else? Because though I do not want the actual cone to be visible, I do want the end result (light on the terrain) to be quite massive (a large radius of light on the terrain to be affected). Don't those values affect how much of the terrain the light will affect, or is that just the visible cone's values? If the latter is the case, how would I go about altering the light to be larger without these "cone" values? Am I making any sense?