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explosiontextures

Posted: 25 Aug 2011, 11:57
by PicassoCT
I use knorkes standard plasma cannon, i modified it, and altered the texture of every explosion in bitmaps, and still it has this standard grounflash.

How to alter this?

Re: explosiontextures

Posted: 25 Aug 2011, 15:44
by PicassoCT
The power of the eyecandy compells you. Do it f.a.q. gods!

Image

srsly, a mod grabs the explosions of the weaponimpact out of the bitmapfolder in the mod.sdd. But i altered every freaking bitmap in it (some have smileys now) - and still, there is no change.

Re: explosiontextures

Posted: 25 Aug 2011, 16:02
by smoth
that is not the same explosion.

do change groundflash use ceg. gundam's are PD steal away.

Re: explosiontextures

Posted: 25 Aug 2011, 19:39
by jK
PicassoCT wrote:srsly, a mod grabs the explosions of the weaponimpact out of the bitmapfolder in the mod.sdd. But i altered every freaking bitmap in it (some have smileys now) - and still, there is no change.
You know that your mod relies/depends on bitmaps.sdz?

Re: explosiontextures

Posted: 25 Aug 2011, 20:11
by PicassoCT
why? what is that good for? that means i got to copy my own version of this thing into every spring ?


PS: modified it- now looks like i want..

Re: explosiontextures

Posted: 26 Aug 2011, 00:23
by jK
?
you shouldn't modify bitmaps.sdz! it is part of the base content!

it's just that all games & maps depend on those and so it is part of VFS.
and so spring will textures from there when they aren't overriden by the map/game containers.

Re: explosiontextures

Posted: 26 Aug 2011, 07:45
by PicassoCT
I can write a installer and replace those? Just trollin...


Srsly.. if i put my modified versions into the mods /bitmap folder it will load them instead?

Re: explosiontextures

Posted: 26 Aug 2011, 09:39
by hoijui
i think so, yes, as engine supplied content in the VFS is overriden by map or game supplied content using the same path. but you should wait for a definitive answer from jk, cause you know.. playin with assplosives is dangerus, except you know wat iur doin.

Re: explosiontextures

Posted: 26 Aug 2011, 12:20
by FLOZi
PicassoCT wrote:I can write a installer and replace those? Just trollin...


Srsly.. if i put my modified versions into the mods /bitmap folder it will load them instead?
Yes, this is what gundam does already.

Re: explosiontextures

Posted: 26 Aug 2011, 13:04
by PicassoCT
hoijui wrote:i think so, yes, as engine supplied content in the VFS is overriden by map or game supplied content using the same path. but you should wait for a definitive answer from jk, cause you know.. playin with assplosives is dangerus, except you know wat iur doin.
I know what im doing, otherwise i wouldnt be standin here, a black, scotish cyclops.

Nah, im good, restored the old spring-explos. Copied some into my bitmaps folder and it works.

Next step: Snipers
sniper will be a laser (doing zero damage) and a instant damage weapon. Should be cheasy.

and Dronelike Weapons, now that is were the fun starts. I have two models, one is the drone charged (glowing blue), the other discharged, now once the rocket is fired upon a target, it homes in, and the moment it hits the target it sleeps for around 10 and fires the returndrone then.

Re: explosiontextures

Posted: 26 Aug 2011, 14:05
by jK

Re: explosiontextures

Posted: 26 Aug 2011, 14:11
by knorke
yea, dont really know what dependencies/default files are needed for a game. So that might not be perfect, see also
http://springrts.com/phpbb/viewtopic.php?f=14&t=25843

I found the default effects to be quite limited anyway, ie you can edit the smoke texture for missiles projectiles with smoketrail=true, but can not change their size and all that.