Effect color change [Solved]

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Caleb1117
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Effect color change [Solved]

Post 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.
Image
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?
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Re: Effect color change

Post by EGG_GUTS »

Caleb1117 wrote:
LightBeam("halo")
{
Color(255, 165, 79);
Length(0.0);
InitialWidth(1.8);
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
Caleb1117
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RE: Re: Effect color change

Post by Caleb1117 »

I used that site, and besides, I've tryed to change the RGB twice, no effect eaither time.
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AceMastermind
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You could try an attached light

Post 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.
-_-
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RE: Re: Effect color change

Post 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.
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RE: Re: RE: Re: Effect color change

Post 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.
Image
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
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RE: Re: RE: Re: Effect color change

Post 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
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AceMastermind
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Attached light ODF

Post 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
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Post 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.
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Post 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.

Image
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Post 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 :wink: ). Oh, and forgive my ignorance if this is obvious, as the Light documentation doesn't explain everything, or in enough detail.
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Post by Penguin »

set the cone and halo to 0 in the .odf
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Post 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?
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