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Difference between revisions of "Descr effects torch fire.txt"

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(hehe - finally worked out way of linking to descriptions of file parts)
(wip)
Line 10: Line 10:
 
  texture battlefield/fire/#flame_wheel.tga
 
  texture battlefield/fire/#flame_wheel.tga
 
  ; texture models_effects/textures/checker_board.tga
 
  ; texture models_effects/textures/checker_board.tga
  sprite_origin 0.0, 0.0
+
  [[Descr_effects_torch_fire.txt#sprite_origin|sprite_origin]] 0.0, 0.0
 
  [[Descr_effects_torch_fire.txt#sprite_size|sprite_size]] 1.0, 1.0
 
  [[Descr_effects_torch_fire.txt#sprite_size|sprite_size]] 1.0, 1.0
 
   
 
   
Line 49: Line 49:
 
  }
 
  }
  
 +
[[Image:Standard torch.jpg|torch effect from vanilla file]]
 +
Above screenshot shows the torch flame effect created by the [[vanilla]] file (units shown are by [[Halie Satanus]] for the [[Lycan Rising]] mod).  The tendency for the fire effect to intersect with curved shields can be seen on the unit in the background.
 +
 +
===sprite_origin===
 
Messing with sprite origin doesn't do anything useful, leave as 0,0
 
Messing with sprite origin doesn't do anything useful, leave as 0,0
  
 
===sprite_size===
 
===sprite_size===
 +
Normal setting is 1.0, 1.0<br>
 +
changing this can produce some strange effects especially using non-equal values, reducing to
 +
0.1, 0.1 makes the sprite more or less disappear:<br>
 +
[[Image:Sprite size reduced.jpg]]<br>
 +
incidentally you can see in that picture that with the fire effect removed you still have a glow from the torch model, that actually seems to account for the lighting cast onto the units and not the fire effect.
 +
 
===size_range===
 
===size_range===
 
===age_range===
 
===age_range===

Revision as of 10:18, 5 August 2007

Descr_effects_torch_fire.txt is used in BI to determine the effects used for torches in night battles. M2TW has a similarly structured file called descr_torch_fire.txt.

soldier_torch_fire

This section is an examination of what changes to one particular section do, other sections are similar in many respects so the information should be useful for other parts. Vanilla section:

effect soldier_torch_fire
{
	 type particle
	{
		texture				battlefield/fire/#flame_wheel.tga		
;		texture				models_effects/textures/checker_board.tga
		sprite_origin		0.0, 0.0
		sprite_size			1.0, 1.0

 		size_range       	0.1, 0.1
		age_range        	0.3, 0.3
	    grow_range		 	1.0, 1.0
		vel_range  			0.6, .6
		
		keyframe_colour
		{
;				0.0		255, 255, 255, 255
				0.0, 	0,   236, 242,     0
				0.1, 	255, 236,  242,   0
				0.5, 	255, 236,   149,   22
	 			1.0, 	0,   255,   149,   22
		}
		
		alpha_max	   		255			 ; maximum alpha value
		initial_size		0.2, 0.5
		blend_type			additive
		offset				0.0, 0.0, 0.2
		max_particles       3000

		Descr_effects_torch_fire.txt#emitter distance_timeemitter distance_time
		{
			density			        200 	   	; how many particels per second
			emitter_falloff_dist	100			; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			
			distance_scale  		1
			max_distance			0.2	
			age_scale				0.45		
		}

		random_emit_radius		0, 0.1
		system_radius			2.0			    ; radius used for culling
		batched
	}
}

torch effect from vanilla file Above screenshot shows the torch flame effect created by the vanilla file (units shown are by Halie Satanus for the Lycan Rising mod). The tendency for the fire effect to intersect with curved shields can be seen on the unit in the background.

sprite_origin

Messing with sprite origin doesn't do anything useful, leave as 0,0

sprite_size

Normal setting is 1.0, 1.0
changing this can produce some strange effects especially using non-equal values, reducing to 0.1, 0.1 makes the sprite more or less disappear:
Sprite size reduced.jpg
incidentally you can see in that picture that with the fire effect removed you still have a glow from the torch model, that actually seems to account for the lighting cast onto the units and not the fire effect.

size_range

age_range

grow_range

1.0, 1.0

vel_range

 			0.6, .6

keyframe_colour

alpha_max

255 ; maximum alpha value

initial_size

0.2, 0.5

blend_type

additive

offset

0.0, 0.0, 0.2

max_particles

      3000

emitter distance_time

random_emit_radius

            0, 0.1

system_radius

                 2.0                         ; radius used for culling
               batched