Edited by conquest, 01 April 2007 - 22:24.


FX
Started By conquest, Apr 01 2007 22:23
6 replies to this topic
#1
Posted 01 April 2007 - 22:23
Are the FX in the same coding as in ZH? Does the xml apply to the effects or not? Cuz I want to import some.
#2
Posted 01 April 2007 - 23:07
Thats not sure yet but i think most is the same but they now also use speculaired particles etc. im sure u need to make them again in XML but i think its much easyer than the ini's right now because XML has better overview.
So it wont be posseble to copy it
So it wont be posseble to copy it
#3
Posted 02 April 2007 - 01:41
They are not that dificult in XML (i did test it with the glest-engine), but i didn´t get anything to be proud about yet

#4
Posted 02 April 2007 - 12:48
However, is it possible to port it by bringing in some textures and reworking it into ZH's coding?
#5
Posted 02 April 2007 - 14:34
Textures always can be used all new generation games uses DDS or TGA file for textures but some compress them in there own format
#6
Posted 02 April 2007 - 14:59
If my hunch is correct, I feel CC3TW used the FXParticlesystem from BFME 1 and 2 series even tho i don't have CC3TW...
Here's a sample code of a FXParticleSystem code:
As you can see, They are identical to the Generals/ZeroHour ones..with a few addition and tweaks...but someparts is STILL the same, I successfully imported a few BFME I particles in Generals, recoded it with the similiar codes, tweaked it using the ParticleEditor and I imported it in ZH.
Here's a sample code of a FXParticleSystem code:
FXParticleSystem AmorySparks System Priority = AREA_EFFECT ParticleName = EXSpark01.tga Lifetime = 4 4 SortLevel = 1 Size = 0.1 10 BurstCount = 2 3 End Color = DefaultColor Color1 = R:217 G:239 B:255 0 Color2 = R:0 G:0 B:0 3 End Update = DefaultUpdate SizeRate = 1 3 SizeRateDamping = 1 1 AngleZ = -7 7 AngularDamping = 1 1 End Physics = DefaultPhysics VelocityDamping = 1 1 DriftVelocity = X:0 Y:0 Z:2 End EmissionVelocity = OrthoEmissionVelocity X = 1 2 End EmissionVolume = PointEmissionVolume IsHollow = Yes End Draw = DefaultDraw End End
As you can see, They are identical to the Generals/ZeroHour ones..with a few addition and tweaks...but someparts is STILL the same, I successfully imported a few BFME I particles in Generals, recoded it with the similiar codes, tweaked it using the ParticleEditor and I imported it in ZH.
#7
Posted 04 April 2007 - 22:59
cc3 uses XML so its not ini u cant put stuff straight from generals or bfme2 u can maybe tak over the angel axis and stuff but not the code.
cc3 uses also shaders for there particles so its not only code work.
just wait till dev kit is comin out it includes much tools u will need
cc3 uses also shaders for there particles so its not only code work.
just wait till dev kit is comin out it includes much tools u will need
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