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  1. #1

    Default Effect_set modified

    In MTW game are hundred of effects, all take the term Effect_Set.
    (Effect_set tower_crumble_large_set, effect_set engine_fire_large_night_set, effect_set burning_oil_steam_set ..)

    are effects of impact, sounds, fire, smoke, water...

    Example: Effect_set wall_impact_monster_set
    Effect that produces the impact of the moster cannon on the wall, his characteristics are the following :
    {
    play_time 20
    lod 1000
    {
    explosive_cloud_monster_01
    explosive_cloud_monster_02
    shockwave
    }
    }

    and are in the following files:
    in descr_effect_impacts.txt
    Spoiler Alert, click show to read: 
    effect explosive_cloud_monster_01
    {
    type explosion
    {
    ; main explosion
    model models_effects/explosive_cloud.CAS
    sort_for_speed
    anim_time 2.0
    max_scale 20
    max_particle_scale 3.7
    scale_time_bias 0.9
    alpha_time_bias 0.95
    ;clr_adjust_by_ambient_intensity

    ; debris
    debris_model models_effects/debri01.cas
    debris_num_particles 0
    debris_lifetime_range 0.5, 1
    debris_emit_angle 120 ; degrees
    debris_time_bias 0.1
    debris_velocity_range 14.5, 11
    debris_scale_range 0.1, 1.2
    }
    }
    effect explosive_cloud_monster_02
    {
    type explosion
    {
    ; main explosion
    model models_effects/explosive_cloud.CAS
    sort_for_speed
    anim_time 10.6
    max_scale 25
    max_particle_scale 5.4
    scale_time_bias 0.9
    alpha_time_bias 0.95
    ;clr_adjust_by_ambient_intensity
    ; debris
    debris_model models_effects/debri03.cas
    debris_num_particles 45
    debris_lifetime_range 2.5,4.0
    debris_emit_angle 140 ; degrees
    debris_time_bias 0.3
    debris_velocity_range 12.5, 20.5
    debris_scale_range 0.3, 1.5
    }
    }
    effect_set wall_impact_monster_set
    {
    play_time 20
    lod 1000
    {
    explosive_cloud_monster_01
    explosive_cloud_monster_02
    shockwave
    }
    }

    in descr_event_effects , Effect of quake of camera ...

    Spoiler Alert, click show to read: 
    effect shockwave
    {
    type sound
    {
    evt_file sounds/Effect_EVT/shockwave.evt
    shockwave_mass 20
    }
    }

    I manage to identify them, and I can interchange effects in files world modified , for example change effect water_fountain for an effect window_fire_small.

    Solved problem
    Really someone has obtained to change or to create an effect?
    Someone has to incorporate a new engine, funcionating to MTWII?

    In this thread the solution.
    Last edited by Argantonio; July 13, 2009 at 04:18 AM. Reason: Solved problem

  2. #2
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Effect_set modified

    It's entirely possible they're hardcoded, though I wouldn't hasten to assume that until more research has been done.

    I'm seeing the same explosive_cloud name in descr_artillery_effects.txt which you didn't mention, but I'm not sure how the entries in there correlate to the entries in the descr_effects_impacts.txt as they both seem to serve a similar function rather than one defining and one deriving. If one were to derive from the other though, it looks like the descr_artillery_effects.txt file has more of a base and the file you mentioned expounds on what happens when it hits certain objects.

    For reference what have you tried changing?

  3. #3

    Default Re: Effect_set modified

    It's a complicated jumble of hunting your way through one file after another.
    For example, starting with descr_projectile; the first projectile 'arrow' has 7 effect sets associated with it. None of these are referenced in descr_arrow_trail_effects, but another projectile 'catapult' has 1 reference in descr_arrow_trail_effects, namley boulder_medium_set. The rest of the effect sets are scattered across the files listed in descr_effects.

    These files can be modified with caution, and some new effects can be made but all associated files have to be referenced. Too much tweaking outside parameters can also easily cause a CTD, too much velocity, too great an angle, too long an anim play time etc.

    Some of the references are to animations, eg from descr_tower_crumble_effects;
    effect_set tower_crumble_small_set
    {
    play_time 1.5
    lod 10000
    {
    tower_crumble_small
    }
    }
    Now, I can't say for sure where this is located, but my guess would be one of the blockset/south_european/animations/subfolders. But as I can't find it, I assume it is packed somewhere.

  4. #4

    Default Re: Effect_set modified

    The knowledges acquired with KE world editor , allow us, to incorporate any effect into a any structure.
    This association structure-effect can be constant (day - night) or discontinuous, the effect appears when a structure changes (damaged).
    Attachment 47442
    City night effect smoke, light and torches
    With the KE world editor we can to place any effect in the time , space, and to associate with the structures that we want.
    This possibility opens a door for the comprehension of the effects that appear in the game. Essentially are particles-generators , we have the opportunity to understand them.
    By means of KE world editor I have a perfect track of tests, it allows to me prove all the effects, look at the examples.
    Attachment 47443
    Ne_city_watch with his effects ( effect_sets)
    Associating the effects with a structure, we choose the chimneys of the roof near to the tower. Normally the chimneys have associating effect chimney_small_set , but we can to change it.
    Attachment 47444Attachment 47445 Attachment 47446
    For a camp_fire_medium_set
    For arrows_fire_new_set
    Attachment 47447Attachment 47448Attachment 47449Attachment 47450
    For burning_bulding_new_extra_large_set
    For burninig_oil_set ( we are in MTWII )
    Attachment 47451
    Or for tower_crumble_small_set

  5. #5

    Default Re: Effect_set modified

    We study the effect tower_crumble_small_set, go to descr_tower_crumble_effects.txt file, have 3 tower crumble effects , small_set:
    effect_set tower_crumble_small_set
    {
    play_time 1.5
    lod 10000
    {
    tower_crumble_small
    }
    }
    Attachment 47452Attachment 47453Attachment 47454
    The effect is a expansive ring dust cloud , time approximately 15 seconds and repeats again and again. The set consists of an one effect, tower_crumble_small, described in the decsr_tower_crumble_effects.txt file, informs us of sprites, origin, texture color, size, speed..., it is a particles generator.
    And here is the problem , to modify it, I begin for something simple, to replace an effect with other one, the effect tower_crumble_small for the effect burning_oil, a generator of particles in descending cone.
    original text
    Spoiler Alert, click show to read: 
    effect tower_crumble_small
    {
    type particle
    {
    texture battlefield/fire/building_dust.tga
    sprite_origin 0.1, 0.1
    sprite_size 2, 2
    size_range 5,10
    age_range 10, 15
    grow_range 1,3
    vel_range 1.5, 1
    colour 255, 255, 255
    alpha_max 120 ; maximum alpha value
    spin_rate 0.1, -0.1
    acceleration 0,-0.02,0
    max_particles 400
    sort_bias 3
    sort instance
    fade_in_time 0.5
    wind_modifier 3

    clr_adjust_by_ambient_intensity

    keyframe_colour
    {
    0.0, 0, 255, 255, 255
    2.5, 90, 255, 255, 255
    15.0, 0, 255, 255, 255

    }


    emitter hemisphere
    {
    density 100 ; how many particles per second
    min_angle 0 ; minimum angle up from horizontal to emit in
    max_angle -70 ; maximum angle up from horizontal to emit in
    shrink_factor 0.5
    }
    }
    }

    Modified text
    Spoiler Alert, click show to read: 
    effect tower_crumble_small
    {
    type particle
    {
    texture battlefield/fire/Oil_1.tga
    sprite_origin 0.15, 0.15
    sprite_size 0.7, 0.7
    size_range 2, 2.5
    age_range 1.0, 1.5
    grow_range 1, 2
    vel_range 1,1
    fade_time 1
    die_size 4, 12
    colour 255, 238, 238
    alpha_max 150 ; maximum alpha value
    spin_rate 0, 0
    acceleration 0,-6.0,0

    emitter cone
    {
    density 50 ; how many particles per second
    emitter_falloff_dist 400 ; distance in meters to reduce emission over
    emitter_falloff_bias .8 ;

    angle 15 ; angle of cone in degrees
    }
    }
    }

    Attachment 47455
    The only way of understand these generators of particles is by means of the owner modification.
    When in MTW II is not possible to to modify anything is due to one reason:
    Game not read the files unpacked , always read pack files

    Solved problem
    Really someone has obtained to change or to create an effect?
    Someone has obtained to incorporate a new engine, funcionating to MTWII?
    In this thread the solution.


    Attachment 47456
    Chimney with water fountain water generator...
    Last edited by Argantonio; July 13, 2009 at 04:21 AM. Reason: Solved problem

  6. #6

    Default Re: Effect_set modified

    I did it!
    Solution , change with WinHex in file pack0 , directly...
    Attachment 47719
    battlefield/fire/smoke4_chimney.tga
    for
    battlefield/fire/smoke5_chimney.tga ( New file)
    forget modified text files
    Attachment 47657

    Smoke with different texture, its only the beguining
    Attachment 47716
    Smoke blue
    Attachment 47717Attachment 47718
    Smoke Rainbow...
    Last edited by Argantonio; July 10, 2009 at 02:40 PM.

  7. #7

    Default Re: Effect_set modified

    It seems to be that multicolored smoke has not been amazing.
    Attachment 47989
    I like it , is very nice like Christmas in ne_city.world

    Attachment 47976Attachment 47977Attachment 47978
    Here you have a little more interesting , a known engine (warwagon) that works like a catapult.
    Attachment 47979
    Only modifying this text lines , in descr_engines.txt ( and a little trick)
    Attachment 47980
    range catapult modified in descr_projectile.txt only 40 meters , insuficience velocity 20m/s , dangerous for catapult crew
    area_effect ae_mortar_shot
    damage 30
    damage_to_troops 30
    radius 0.3
    mass 2.4
    area 2.0
    accuracy_vs_units 0.0625
    accuracy_vs_buildings 0.0500
    accuracy_vs_towers 0.0325
    min_angle -15
    max_angle 70
    velocity 20 ;61
    ground_shatter
    body_piercing
    ;bounce 0.5 0.6 0.5 0.4
    display aimed

    this is only the beginning...
    Last edited by Argantonio; July 12, 2009 at 06:32 AM.

  8. #8

    Default Re: Effect_set modified

    Concerning the catapult 'effect', seemingly only soldier units are affected, the catapults itself and the buildings are still intact.
    Any chance for affecting everything (what is destroyable) within the adjusted radius?

  9. #9

    Default Re: Effect_set modified

    kill Radius affect only units ( human-animals)
    damage Radius must to affect units buildings and engines.
    You can prove , a high damage radius and a low kill radius and to verify the affectation to buildings and engines.

  10. #10

    Default Re: Effect_set modified

    Field of shot practices:
    Attachment 49585Attachment 49586
    10 catapults shoot at the same objetive .
    The beach_balls go to the objetive.
    Depending on the precision level ( accuracy ), the missiles impacts in different places.
    We study a precision level (accuracy) modified desc_projectile.txt

    We use a modified missile, a beach ball.

    It does not have effect of collision with the ground ( It does not bounce either)
    It does not produce damage to the units
    Effect does not have perforation body
    There is no effect of area
    Ball serves us to know the position of the impact
    We modify the file .cas originally, to obtain an object more big and visible.

    In desc_projectile.txt write
    projectile catapult
    damage 50
    radius 0.3
    mass 0.8
    area 2.5
    accuracy_vs_units ( .......)
    accuracy_vs_buildings 0.0001
    accuracy_vs_towers 0.0001
    fiery
    min_angle -15
    max_angle 70
    velocity 60
    display aimed
    model data/models_missile/beach_ball.CAS, max

    All these effects are suppressed

    effect
    end_effect
    end_man_effect
    end_package_effect
    end_shatter_effect
    end_shatter_man_effect
    end_shatter_package_effect

    ;area_effect ( descr_area.xml)
    damage_to_troops
    ground_shatter
    body_piercing
    bounce
    effect_only

    Attachment 49591Attachment 49592
    Accuracy 0.0001 all impacts in the same place , fantastic precision.
    Attachment 49587Attachment 49588Attachment 49589Attachment 49590
    accuracy , 0.001 , 0.01 , 0.02 , 0.06
    we place the grid, and measure the dispersion of the impacts .
    begins the dispersion , we measure the dispersion radius.
    Attachment 49593
    Maximum dispersion, 0.999 the projectles go out in any direction.
    I have tried with numbers bigger than 1 and the missiles, go out towards the engine...

    The catapult that throws the missile, also is modified , in damage 1 to units, without additional charge damage , and we change the range
    export_descr_unit.txt

    type NE Catapult
    stat_sec 1, 0, catapult, 600, 30, siege_missile, artillery_mechanical, blunt, none, 25, 1


    After many tests , "magic formula is simple ".. ( Occam,s knife)

    accuracy x range = radius ( dispersion area)

    With a range of 200 meters and accuracy of 0.0625 ( normal accuracy catapult projectile) , the radius of dispersion is 12,5 meters,
    The projectiles shot at the same objetive , impacts in a circular maximum area of 25 meters.
    If only is one missile, with this range and accuracy , his impact is in a maximum circle of 25 meters.
    Attachment 49594
    I have created different Field of shot practices , for different projectils and targets ( shot dummies) , for to calculate damage mechanics.
    I think that is very interesting...
    Some kind of proposition or projectil test...

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