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Thread: "Burning Men"

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  1. #1

    Default "Burning Men"

    Hi modders!
    Is there any way to change the burning texture of the soldiers only with text scripting?
    Last edited by Krieg_Boy; October 28, 2008 at 11:32 AM.

  2. #2

    Default Re: "Burning Men"

    Nobody?

  3. #3
    alhoon's Avatar Comes Rei Militaris
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    Chania, Greece
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    Default Re: "Burning Men"

    I think not, but I'm not sure.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  4. #4
    Subuatai de Bodemloze's Avatar No rest for the wicked
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    Default Re: "Burning Men"

    Is there a way to make men around the burning men catch fire?

  5. #5

    Default Re: "Burning Men"

    Quote Originally Posted by Krieg_Boy View Post
    Hi modders!
    Is there any way to change the burning texture of the soldiers only with text scripting?
    The textures only provides the color and the file , the effects provide the visuals. Yes you can change the burning men effect, of how the effect will play out, but for that you need to understand how the effects work.


    Code:
    effect burning_man_flames
    {
    	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       	0.01, 0.02
    		age_range        	0.6, 0.7
    	    grow_range		 	1.0, 1.0
    		vel_range  			0.3, 0.4
    		wind_modifier 		7.0
    
    		
    		keyframe_colour
    		{
    ;				0.0		255, 255, 255, 255
    				0.0, 	255,   255, 255,     255
    				0.1, 	100, 255,  255,   255
    				0.5, 	100, 255,   255,   255
    				1.0, 	50,   255,   255,   255
    		}
    		
    		alpha_max	   		255			 ; maximum alpha value
    		initial_size		15.1, 10.3
    		blend_type			additive
    		offset				0.0, 0.0, 0.2
    		max_particles       2500
    
    		emitter distance_time
    		{
    			density			        5 	     	; how many particels per second
    			emitter_falloff_dist	100			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			
    			distance_scale  		5
    			max_distance			0.5			
    		}
    
    		random_emit_radius		0, 0.1
    		system_radius			2.0			    ; radius used for culling
    		batched
    	}
    }

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