JK Legacy Posted June 5, 2002 Share Posted June 5, 2002 how could I change the appearance of the beam of the disruptor primary fire? I've tried looking for it myself but i'm not very experienced with this, and have had no look :/ i'm just looking to change the colour of the beam, width of the beam, time it stays on screen etc. thx Link to comment Share on other sites More sharing options...
JK Legacy Posted June 8, 2002 Author Share Posted June 8, 2002 anyone? I understand that everyone is still getting used to jk2 coding.. but if anyone has any vague ideas or clues they could give me, it'd be appreciated. Link to comment Share on other sites More sharing options...
Subject452 Posted June 8, 2002 Share Posted June 8, 2002 just change the color of the picture associated with the weapon Link to comment Share on other sites More sharing options...
Wiebbe Posted June 8, 2002 Share Posted June 8, 2002 just change the color of the picture associated with the weapon Not sure if that will work though, The disruptor just like the rail gun in Quake3, isnt a picture, but a code, (or mathemathic function or something) ( this is what i think it is. no sure) so i guess it is hardcoded. no idea where though. check out some of the railgun tutorials, they might give ya an idea. Link to comment Share on other sites More sharing options...
Subject452 Posted June 8, 2002 Share Posted June 8, 2002 can be, i havent looked at the code Link to comment Share on other sites More sharing options...
JK Legacy Posted June 8, 2002 Author Share Posted June 8, 2002 I think i've found the bit of code that draws the line, but I got little experience with C { syscall( CG_FX_ADDLINE, start, end, PASSFLOAT(size1), PASSFLOAT(size2), PASSFLOAT(sizeParm), PASSFLOAT(alpha1), PASSFLOAT(alpha2), PASSFLOAT(alphaParm), sRGB, eRGB, PASSFLOAT(rgbParm), killTime, shader, flags); } thats the thingy that it calls to draw the line, and the current values its passin to it is trap_FX_AddLine( start, end, 0.1f, 6.0f, 0.0f, 1.0f, 0.0f, 0.0f, WHITE, WHITE, 0.0f, 150, trap_R_RegisterShader( "gfx/effects/redLine" ), FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); i think its a combination of code and the redLine image, i'll have to play around with it, too complicated for me though :/ Link to comment Share on other sites More sharing options...
Subject452 Posted June 8, 2002 Share Posted June 8, 2002 look in the shader file: gfx/effects/redLine, there is redLine defined, in that piece there should allso be a pic. refs. Link to comment Share on other sites More sharing options...
Tchouky Posted June 8, 2002 Share Posted June 8, 2002 it s the line_cap.efx file in the asset0.pk3 in effects/dirsruptor these efx files are loaded and contains the particularities of the affects... the line_cap is : // disruptor line cap Particle { life 300 size { start 6 end 2 flags linear } rgb { start 1.0 0.3 0.1 } alpha { start 1.0 end 0.0 flags linear } rotation -90 90 shaders [ gfx/effects/whiteFlare ] } Particle { life 300 size { start 1 } alpha { start 1.0 end 0.0 flags linear } rotation -90 90 shaders [ gfx/effects/whiteFlare ] } you need to change the rgb start ... rgb { start 1.0 0.3 0.1 } 1.0 0.3 0.1 is red try to change it to that : 0.1 0.2 1.0 you should have blue now .... Link to comment Share on other sites More sharing options...
JK Legacy Posted June 8, 2002 Author Share Posted June 8, 2002 thx tchouky, but I found that the code I posted was actually the code for the beam. for some reason it takes the redline img and then lets u apply a tint or whatever it is to it, and the alpha stuff n things. I can't understand why they didnt just use a white img in the first place like they did for the code you pasted (whiteflare). i think thats just for either the muzzle flash when you fire the beam, as that wasnt changed when i modified the beam colour or it could be the mark thats left on the wall, i'll have to find out. thx ppl Link to comment Share on other sites More sharing options...
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