Headkillah
  • Headkillah
  • 50.25% (Neutral)
  • Private Topic Starter
8 years ago
Hello Friends :)

First words: FANTASTIC FORUM !! But plz. don´t blame me, if i make a wrong question or so, i´m a newbie in texturing models in RenX 😁

For many of my problems i´ve got the solutions here, but now i have a problem and only god knows how to fix it 😞

My problem: I want to make the lightning effect for fucusin laser like the avenger turret or the Paladin laser upgrade. I´ve tried it the easy way: I´ve loaded the avenger turret W3D into my Model, wanted to use the "reflect" and the "laser fx" on my model.

But, after i´ve exported it to W3D and started W3D viewer (or generals), there´s no glowing nor reflecting effect 😞

I´ve googled the whole internet, but i don´t find any correct solution for my problem.. So PLEASE, how do i make this crystal (shining) material / effect, that some models are using, if they have the fucusing laser update.

Wich material should i have to use? wich are the correct settings for the maps (environment? alpha blending etc.) I hope, that someone can give me a solution :o) :o)

Thx for all your help and sorry for the question and my english 😁 😎
Sponsor
Headkillah
  • Headkillah
  • 50.25% (Neutral)
  • Private Topic Starter
8 years ago
Can no one help me? 😞 Plz, if anyone has a tip provide it to me 🙂
acidbrain
8 years ago
Can you post an image of how it looks and an example of how it has to look
Panem et kirkinses
Headkillah
  • Headkillah
  • 50.25% (Neutral)
  • Private Topic Starter
8 years ago
Sorry not ATM, becaus i´m not at home :/

It should be looking like in the Shockwave Mod 1.0 / 1.1 for the Avenger turret AFTER the fucusing laser update. If you´ve purchased the update, everytime the laser shots, the upgraded crystal "blinks". Or, like the Laser Paladin as seen here (on the left side at the barrel):

UserPostedImage

I have the problem that, if i add all the material into (or onto?) my model and i look in W3DViewer, i don´t see the "shining" crystal rays (like in the screenshot posted above).

And i don´t know the right settings for the material in Gmax/RenX 😞
Zatsupachi
8 years ago
Part of me says that this is a particlesystem and not part of the model.
"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
Headkillah
  • Headkillah
  • 50.25% (Neutral)
  • Private Topic Starter
8 years ago
Zatsupachi: Maybe you´re right. Yesterday i´ve looked closer into the code and found many particlesystem code for this.

BUT, i have to set some material onto the model so my model can reflect the colors. So what should i have to do?
acidbrain
8 years ago
If im not mistaking this module has something to do with it...

Draw = W3DLaserDraw ModuleTag_01
    Texture = EXLaser4.tga
    NumBeams = 5                      ;Number of overlapping cylinders that make the beam.
                                      ;1 beam will just use inner data.
    InnerBeamWidth = 0.005            ;The total width of beam
    InnerColor = R:100 G:0 B:0 A:100  ;The inside color of the laser (hot)
    OuterBeamWidth = 15               ;The total width of beam
    OuterColor = R:100 G:0 B:0 A:0    ;The outside color of the laser (cool)
    Tile = Yes                        ;The height of the texture will determine how many
                                      ;times to tile the texture to fit without scaling.
    ScrollRate = -2500                ;Scrolls the texture offset this fast -- towards(-) away(+)
    Segments = 1                      ;Number of segments -- more segments give smoother 
                                      ;curve (but more joints) Current max: 20
    SegmentOverlapRatio = 0           ;This value overlaps(+) or separates(-) the 
                                      ;segments by ratio
    TilingScalar = -3                 ;Stretches tiling if value > 1.0, otherwise 
                                      ;shrinks it (1.0 is natural)     
End

Greetz
Panem et kirkinses
Headkillah
  • Headkillah
  • 50.25% (Neutral)
  • Private Topic Starter
8 years ago
Thx acidbrain, but after some more reseraches i think, that this modul is only for the design of the laserbeam(s). I´ve tested something yesterday and nothing happend.

I think, the code i have to use is "WeaponMuzzleFlashFX", but to show it correctly i have to use a material that can reflect this FX, and i don´t know how to do this :/
Zatsupachi
8 years ago
I'm going to assume this object has something like: DefaultConditionState

Under that, you can place: ParticleSysBone =

If it doesn't then you might want to put it in every ConditionState.
"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
Headkillah
  • Headkillah
  • 50.25% (Neutral)
  • Private Topic Starter
8 years ago
YES ! I solved my problem by myself 😎 😁

THX to everyone who wanted to help me, but my problem was not the code or the particlesystem, my problem was the material settings in RenX (As i thought).

I know that many good modders are here in the forum, but for anyone who is interested, i´ve attached a picture with the correct material settings in RenX, so everyone who has the same problem like me can find help :)

If you want to use such Firing FX, like in the Shockwave Mod, you need the material settings and the following code (EXAMPLE):


;;;Focusing Crystal Upgrade
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = BtlMaster
Animation = BtlMaster.BtlMaster
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
Turret = Turret
HideSubObject = LIGHTFX
End

ConditionState = WEAPONSET_PLAYER_UPGRADE USING_WEAPON_A
Model = BtlMaster
Animation = BtlMaster.BtlMaster
AnimationMode = LOOP
Flags = RANDOMSTART
Turret = Turret
ShowSubObject = LIGHTFX
End

ConditionState = WEAPONSET_PLAYER_UPGRADE CONTINUOUS_FIRE_MEAN USING_WEAPON_A
Model = BtlMaster
Animation = BtlMaster.BtlMaster
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
Turret = Turret
ShowSubObject = LIGHTFX
AnimationSpeedFactorRange = 1.7 1.7
End
AliasConditionState = WEAPONSET_PLAYER_UPGRADE CONTINUOUS_FIRE_SLOW USING_WEAPON_A

ConditionState = WEAPONSET_PLAYER_UPGRADE CONTINUOUS_FIRE_FAST USING_WEAPON_A
Model = BtlMaster
Animation = BtlMaster.BtlMaster
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
Turret = Turret
ShowSubObject = LIGHTFX
AnimationSpeedFactorRange = 3.0 3.0
End



The important part is "WEAPONSET_PLAYER_UPGRADE USING_WEAPON_A". This means, as long the weapon fires, it shows the Firing FX 😎 👍   Materialeinstellung_Fucusing_Laser.png (1,067kb) downloaded 27 time(s).