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Different color lasers


tylerjk

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Originally posted by tylerjk

How can I make the lasers from guns that would normaly fire red to make them green?

 

Change the ammunitiontype column in baseitems.2da for the row representing your blasters to 5. This will make them fire the same type of green blaster bolts as the wookiee bowcasters.

 

If you want them to still use the old blaster sounds though, you'll have to open ammunitiontypes.2da and add a new row. Copy line 1 (normal blaster) and paste it in as a new row. Then change the model, model0 and model1 columns to w_laserfire_bc, w_laserfire_bc and w_lfire_pb_bc1. Then set the ammunitiontype column in appearance.2da to the line number of this new row.

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Originally posted by maverick187

Is their a way to make the laser fire a color other than red or green or one that already exists?

 

If it is currently possible to model something like blaster bolts, you should theoretically be able to make two new models (one for normal and one for powerblast) and then modify ammunitiontypes.2da and add a new line that use the new model instead of one of the current w_laserfire_* (normal) and w_lfire_pb_* (powerblast) models.

 

Don't know for sure if it works though since I haven't tested replacing those models with something else.

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Originally posted by stoffe -mkb-

If it is currently possible to model something like blaster bolts, you should theoretically be able to make two new models (one for normal and one for powerblast) and then modify ammunitiontypes.2da and add a new line that use the new model instead of one of the current w_laserfire_* (normal) and w_lfire_pb_* (powerblast) models.

 

Don't know for sure if it works though since I haven't tested replacing those models with something else.

 

After looking through models.bif in Kotor Tool I couldn't find w_laserfire_*.mdl do you happen to know where they are?

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Originally posted by maverick187

After looking through models.bif in Kotor Tool I couldn't find w_laserfire_*.mdl do you happen to know where they are?

 

It's in models.bif, but KotorTool doesn't sort that list in alphabetical order, so it's not near the bottom. Look near the models for male jedi robes, they're listed right below the model for the male jedi master robes (pmbnm.mdl), a little more than 1/3 down the list...

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hmmm, thats odd after looking at w_laserfire.mdl in gmax it looks like there isn't anything at all except for what seems to be an AuroraBase and after reading and writing with mdlops it appears that there is no texture file for it, so I don't think that this model has to do with the color of blaster bolts... hmm strange.

 

gmax screen

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Originally posted by maverick187

hmmm, thats odd after looking at w_laserfire.mdl in gmax it looks like there isn't anything at all except for what seems to be an AuroraBase and after reading and writing with mdlops it appears that there is no texture file for it, so I don't think that this model has to do with the color of blaster bolts... hmm strange.

 

gmax screen

 

Well, since switching models in ammunitiontypes.2da changes the shape and color of the bolts I assume this is indeed what defines the color and shape.

 

I would guess that the model is made up of some element(s) that MdlOps currently can't translate properly.

 

Looking at the model in a hex editor I don't think it uses a texture, but some type of light emitter instead, which defines the color. (Wouldn't be much need for a texture for something like that anyway, since it's just a glowing blur :) )

 

EDIT: Have a look at this page, I'm not sure how much of it is still relevant in TSL, but at least some of those styles mentioned there (Fountain, Explosion...) were present in some of the blaster bolt models...

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Yes I already modified baseitems.2da and yes I figured out that amunition type is what color and shape it is, but it still won't work. and I already knew that the sounds were gonna be the same as the bowcster. I geuss I should have sayed why won't it work like it should.:rolleyes:

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Originally posted by tylerjk

Yes I already modified baseitems.2da and yes I figured out that amunition type is what color and shape it is, but it still won't work. and I already knew that the sounds were gonna be the same as the bowcster. I geuss I should have sayed why won't it work like it should.:rolleyes:

 

Well, it works when doing as I described to change the look of the blaster bolts:

 

HK47 firing a pair of normal blasters, with normal blaster firing sounds, but green bowcaster bolts.

 

Thus you must have made some mistake. Since I'm not omniscient and you didn't say anything specific about what you did, it's kind of hard for anyone but yourself to figure out what, though. :)

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I think MDLops does leave out some valuable data(Emmitters I think), But What stoffe suggested does work and even though you can't edit the model in max you can still fall back on a trusty hex editor.

 

I made a few custom ammunition type for KotOR that turned out pretty well.

 

Custom Blaster Effect As you can see in the screen my blaster uses a modified version of the sonic blaster effect and has a purple blaster bolt.

 

So with Hex editing the w_laserfire_ models you can change the color to anything you want, but to keep it unique you will need to add a new row in ammunitiontypes.2da. With the current models and that 2da you can make pretty much any blaster effect you want. :)Damn I miss the slightly imperfect dual wield helper alignment from k1. :(

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Originally posted by T7nowhere

Ammunition type column is the only one you need to change in baseitems to match the blaster bolt you want from ammunitiontyps.2da.

 

After you edit a column make sure you select a different column before saving.

 

Yes, I wanted to change some other stuff as well because I am making 3 new weapons, not changing old ones.

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Originally posted by T7nowhere

So with Hex editing the w_laserfire_ models you can change the color to anything you want, but to keep it unique you will need to add a new row in ammunitiontypes.2da. With the current models and that 2da you can make pretty much any blaster effect you want. :)Damn I miss the slightly imperfect dual wield helper alignment from k1. :(

 

T7, which lines do you need to edit when you hex edit the model and change the color. My first guess would be to re-texture the fx_laser01 file and then change the name and hex edit the .mdl file to correpsond to it, am I correct so far?

 

Mav

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Ya thats all you have to do, You really just have to find the texture reference yourself, I think there is only one reference to it near the bottom of the file.

 

Edit: oh don't forget to change the model name while your in Hex editing the laser texture.

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drumroll please

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and.... voila!

 

k2000058kv.jpg

 

Well, as happy as I am that I got it to work, it still doesn't look like an "ion" bolt to me, I'm thinking a white core with a dark cyan blue would be good, how does that sound?

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That's really neat Mav. :) Good job with the help stoffe, and T7. And thanks to tylerjk for bringing up this topic.

 

Seeing how tylerjk is not yet able to accomplish this...

 

Mav, I hope you're able to get some time to write up a step-by-step of what you did (a summary of this thread essentially) as a submission to the skinning/modeling tutorial forum.

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Originally posted by tk102

Mav, I hope you're able to get some time to write up a step-by-step of what you did (a summary of this thread essentially) as a submission to the skinning/modeling tutorial forum.

 

Honestly, that's just scary... you see as I was making this mod I've been taking screen caps and writing down notes, in preparing to write up a tutorial for this, so you mentioning it is just scary...

 

Another pretty cool thing I discovered while doing this, is a "solution" to the "problem" that the USM presents. What I mean is that the USM and the already released saber mods takes up almost all of the 255 (I believe) model variation numbers, but if you create a new lightsaber row in the baseitems.2da file that is exactly identical except with new .mdl and icon "tags" you have a whole new 255 .mdl variations to work with :)... most of you .2da file afficianados probably already knew that though. It'll ba more evident after I write up that tutorial.

 

Mav

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