Page 1 of 1

Lightning effect problems [Solved]

Posted: Mon Oct 03, 2011 7:55 pm
by Dakota
ok i've tried many times to make my lightning red. it won't work for me. i go into the effects folder copy the lightning effect, paste it into my side's effect folder then modify it. when i munge and go into game the effect is invisable (or just isn't playing). anyone know how i can get this fixed like how people make plo koon's force judgement orange(ish).


also, possibly unrelated but on the weapon that i have shooting the lightning the charge effect won't show up even though its in the right folder

weapon odf
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "cannon"

[Properties]
HUDTag = "hud_force_lightning"
GeometryName = ""
HighResGeometry = ""

FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

ChargeUpEffect = "com_sfx_chargeup2"

RoundsPerClip = "0"
ReloadTime = "0.3"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"

OrdnanceName = "cis_weap_inf_force_lightning_ord2"

TriggerSingle = "1"
ShotDelay = "0.1"
HeatPerShot = "0.0"
MaxPressedTime = "2.5"

EnergyDrain = 50.0

InstantPlayFireAnim = 1
OffhandWeapon = 1

PitchSpread = "0.0"
YawSpread = "0.0"

SpreadPerShot = "0.0"//1.2
SpreadRecoverRate = "0.0"//0.08
SpreadThreshold = "0.0"//0.03
SpreadLimit = "0.0"

StandStillSpread = "0.0"//0.4
StandMoveSpread = "0.0"//0.9
CrouchStillSpread = "0.0"//0.1
CrouchMoveSpread = "0.0"//0.6
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.5" // must have one or no animation - Mike Z
SalvoTime = "0.0"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.1"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "0.75"

RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"

FireSound = "force_lightning_fire"
ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""

TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "1"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"

NextCharge = 0.9
OrdnanceName = "cis_weap_inf_force_lightning_ord2"
SalvoCount = "1"
ShotsPerSalvo = "2"
ord odf
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
Explosion = "cis_weap_inf_force_lightning_exp2"

ImpactEffectWater = "com_sfx_watersplash_ord"

ConeLength = "2.5"
ConeAngle = "80"
FirstRadius = "0.0"
MaxTargets = "10" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "0" // No chaining - all bolts coming from the attacker

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "200" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "500" // This is the max damage
JumpDeduction = "75" // No jump deduction. This is for chaining only
DamageThreshold = "200" // Always do damage (no threshold)
MaxJumpDistance = "2" // No max jump distance because the chaining is off

VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"

AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.

//PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord2"
SmolderDamageRate = "100.0" // default is 0. the damage rate for smoldering targets

SmolderEffectTimer = "5.0"

SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_pelvis"

Push = "25.0"
LightningEffect = "lightning2"
LightningEffectScale = "0.025"
NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit

Re: lightning effect problems

Posted: Tue Oct 04, 2011 5:00 am
by DarthFannel
Both FlashColor and FlashLightColor on your weapon ODF are still blue, it might create a blue colored light bloom when shot, so change those as well.

Re: lightning effect problems

Posted: Tue Oct 04, 2011 9:17 am
by Dakota
i was going to i just wanted to find out why no effects show up for this weapon

also i haven't really seen this weapon falsh as it is a type of force move

i just typed this on my ps3.


EDIT: come on people, i know someone has to know how to do this. this is the second time i have made a thread for a problem like this and i haven't gotten help either time. i really would like to figure this out.

Re: lightning effect problems

Posted: Wed Oct 12, 2011 9:35 pm
by Noobasaurus
May I see the .fx file? You are trying to modify the effect, am I right?

Re: lightning effect problems

Posted: Wed Oct 12, 2011 11:31 pm
by FragMe!
try changing the color of the com_sfx_lightning.tga

Re: lightning effect problems

Posted: Wed Oct 12, 2011 11:50 pm
by Firefang
Here is my .fx for red lightning. You will need to find the texture "arccaster_lightning". I don't remember where I found so I can't help there.

Code: Select all

LightningBolt("red_sfx_lightning")
{
	Texture("arccaster_lightning");
	Width(0.5);
	FadeTime(0.6);
	BreakDistance(1.0);
	SpreadFactor(0.8);
	InterpolationSpeed(5.0);
	MaxBranches(3);
	NumChildren(3);
	BranchFactor(0.15);
	ChildWidth(0.4);
	ChildTextureSize(2.0);
	ChildSpreadFactor(1.0);
	TextureSize(3.5);
	Color(96,47,47,250);
	ChildColor(96,47,47,100);
}

Re: lightning effect problems

Posted: Thu Oct 13, 2011 12:02 pm
by DarthD.U.C.K.
(obviously) color and childcolor ar the values that determinate the lightningcolor. if you change those and there is no effect, make sure there is no effect with the same name in the common folder (=ingame.lvl) because that overrides anything. if the color still doesnt change ingame, do a (/manual) clean or make a fresh map and try there.

Re: lightning effect problems

Posted: Thu Oct 13, 2011 3:35 pm
by Dakota
here is my FX file.
Hidden/Spoiler:
LightningBolt("com_sfx_lightning")
{
Texture("com_sfx_lightning");
Width(0.1);
FadeTime(0.6);
BreakDistance(1.0);
SpreadFactor(0.8);
InterpolationSpeed(5.0);
MaxBranches(10);
NumChildren(10);
BranchFactor(0.5);
ChildWidth(0.1);
ChildTextureSize(2.0);
ChildSpreadFactor(1.0);
TextureSize(3.5);
Color(255,0,25,250);
ChildColor(255,0,25,100);
}
i also tryied modifing the size of the bolts too and branches and children but on another one i tried i only tried changing the color and it didn't work there either. it can't be a problem with it munging, as all the others changes i make and munge still work fine. the weapon works but yet if you shoot it the enemy gets hit but the lightning is invisable.
FragMe! wrote:try changing the color of the com_sfx_lightning.tga
wouldn't changing it be a bit hard because i would have to factor in all the blue that is being added in the FX file. because the tga itself is white.
Firefang wrote:Here is my .fx for red lightning. You will need to find the texture "arccaster_lightning". I don't remember where I found so I can't help there.

Code: Select all

LightningBolt("red_sfx_lightning")
{
Texture("arccaster_lightning");
Width(0.5);
FadeTime(0.6);
BreakDistance(1.0);
SpreadFactor(0.8);
InterpolationSpeed(5.0);
MaxBranches(3);
NumChildren(3);
BranchFactor(0.15);
ChildWidth(0.4);
ChildTextureSize(2.0);
ChildSpreadFactor(1.0);
TextureSize(3.5);
Color(96,47,47,250);
ChildColor(96,47,47,100);
}
wouldn't i just be able to make a new texture and named it something? would that work?

i'll have to test that idea.

Re: lightning effect problems

Posted: Thu Oct 13, 2011 3:39 pm
by DarthD.U.C.K.
is your lightning effect really called lightning2?
you dont have to modify anything more than the color of the effect, that must work. that it doesnt work ingame for you is not the effects fault.

Re: lightning effect problems

Posted: Thu Oct 13, 2011 3:46 pm
by kinetosimpetus
DarthD.U.C.K. wrote:is your lightning effect really called lightning2?
you dont have to modify anything more than the color of the effect, that must work. that it doesnt work ingame for you is not the effects fault.
To add to what he said, your odf is looking for "lightning2.fx" if you rename your modified com_sfx_lighning.fx to lightning2.fx AND change the "com_sfx_lightning" in the first parameter of the fx file to "lightning2", it should work.

Re: lightning effect problems

Posted: Thu Oct 13, 2011 4:20 pm
by Dakota
kinetosimpetus wrote:
DarthD.U.C.K. wrote:is your lightning effect really called lightning2?
you dont have to modify anything more than the color of the effect, that must work. that it doesnt work ingame for you is not the effects fault.
To add to what he said, your odf is looking for "lightning2.fx" if you rename your modified com_sfx_lighning.fx to lightning2.fx AND change the "com_sfx_lightning" in the first parameter of the fx file to "lightning2", it should work.
i didn't know i had to change the first parameter... wow, i tested the fixed version and the effect shows up now. thank you very very much.

SOLVED