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March 11, 2008, 08:11 PM
#1
Libertus
arrow trails
Hey, been trying to mess with arrow trails (ie remove, modify etc...) and have been playing with the head_width and tail_width values in descr_arrow_trail_effects, problem is nothing I do seems to have any effect in game. Is there something else I need to do to make my changes in that file show in the game?
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March 12, 2008, 12:57 PM
#2
Re: arrow trails
Hehe 
You need to edit the .cfg file in the main directory -
add
[io]
file_first = true
This makes the game read modded files
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March 12, 2008, 04:30 PM
#3
Libertus
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March 15, 2008, 10:31 AM
#4
Civis
Re: arrow trails
I'd be interested in learning how to remove arrow trails too.
Anybody know how to do it?
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March 15, 2008, 12:12 PM
#5
Libertus
Re: arrow trails
Figured it out. I was messing with the wrong file. The file I needed to change was Descr_flaming_projectiles.txt. Go to:
effect_set arrows_new_set and comment [;] out arrow_model_trail, should looke like this:
effect_set arrows_new_set
{
lod 1000
{
arrow_model
;arrow_model_trail
arrow_whizz_sound
arrow_fly_sound
I also lowered the head_width and tail_width values to 0, don't know if both were necessary, didn't bother to check. My guess is only one would be needed.
Now my question is: What is the point of decsr_arrow_trail_effects.txt file?:hmmm: I'm sure it still does something. It seemed to me, at a very quick glance mind you, that the things that file covered are also covered in desccr_flaming_projectiles.txt. But, I'm sure there is plenty in there that is still used. Guess I'll have to take a look at it.
This is a sweet mod by the way!
Did tweek the hit rate and mounts a little though ... I prefer really long melee battles and slightly more cavalry penetration (nothing like darth's though, that's out of control). This mod really brings together some good elements, it kinda completes the game. I'm also using real combat and real recruitment, love 'em!
Last edited by senka_saw; March 15, 2008 at 12:23 PM.
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March 16, 2008, 12:13 AM
#6
Re: arrow trails
All the main effects files, descr_arrow*, descr_flaming*, and descr_effect_impacts* need to be gone over with a fine toothed comb comparing with descr_proj* and all the unused effects completely removed.
SS51's effects problems, like "square smoke" etc, are most definitely a result of a limit on the number of available effects slots for projectiles, and SS51 has many more (arrows, bullets) projectiles than stock Kingdoms.
Removing some of the clutter might remedy some of the effects problems, it's a project I've wanted to do for a while but haven't gotten to.
Remember when editing the effects, a semicolon ";" will cancel out a individual effect in an effects set, while keeping it in the file for reference in case you want to restore it.
Example:
effect_set crossbow_steel_arrows_new_set
{
lod 1000
{
crossbow_steel_arrow_model
;crossbow_steel_arrow_model_trail
crossbow_fly_sound
}
}
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