Torches in Daylight

Thread: Torches in Daylight

  1. SargeBarnes's Avatar

    SargeBarnes said:

    Default Torches in Daylight

    This is a minor bug, but it happens often enough that I figured I'd ask if I can fix this somehow. Occasionally when I fight battles the troops will be using their torches. Both armies, the opposing faction and mine.
     
  2. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Torches in Daylight

    I suspect this is hardcoded based on the game's reading of the environment at the time of the battle.
     
  3. SargeBarnes's Avatar

    SargeBarnes said:

    Default Re: Torches in Daylight

    Thanks for the quick response. If that's the case, do you know if I could somehow disable torches completely? I pretty much never fight night battles, so not having torches wouldn't bother me.
     
  4. Kull's Avatar

    Kull said:

    Default Re: Torches in Daylight

    Quote Originally Posted by SargeBarnes View Post
    Thanks for the quick response. If that's the case, do you know if I could somehow disable torches completely? I pretty much never fight night battles, so not having torches wouldn't bother me.
    Torches are one of those things EB2 has not modified, so the controlling file (descr_torch_fire.txt) isn't in our download (still part of the packed vanilla M2TW files). You can either unpack it or create a new one and place it in the {your M2TW game path here}\mods\EBII\data folder (here's the full set of text):

    Spoiler Alert, click show to read: 
    Code: [View]
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;
    ;; Gate lights
    ;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    effect torch_fire_small
    {
    	type particle
    	{
    		texture             battlefield/fire/#flame_wheel.tga		
    		sprite_origin       0.0, 0.0
    		sprite_size         1.0, 1.0
    
    		size_range          0.4, 0.5
    		age_range           0.8, 1.5
            grow_range          1.0, 1.5
    		vel_range           0.0, 0.0
    		colour              255, 150, 200
    		alpha_max           230             ; maximum alpha value
    		initial_size        1.0, 1.5
    		blend_type          additive
    
    		emitter time
    		{
    			density                 10      ; how many particels per second
    			emitter_falloff_dist    100     ; distance in meters to reduce emission over
    			emitter_falloff_bias    0.5			
    		}
    
    		random_emit_radius  0, 0.2
    		system_radius       2.0             ; radius used for culling
    	}
    }
    
    effect torch_fire_large
    {
    	type particle
    	{
    		texture             battlefield/fire/#flame_wheel.tga		
    		sprite_origin       0.0, 0.0
    		sprite_size         1.0, 1.0
    
    		size_range          1.4, 1.5
    		age_range           0.8, 1.5
            grow_range          1.0, 1.5
    		vel_range  			0.0, 0.0
    		colour     			255, 150, 200
    		alpha_max	   		230			    ; maximum alpha value
    		initial_size        2.0, 2.5
    		blend_type			additive
    
    		emitter time
    		{
    			density			        10 	     ; how many particels per second
    			emitter_falloff_dist	100		; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			
    		}
    
    		random_emit_radius		0, 0.2
    		system_radius			2.0			; radius used for culling
    	}
    }
    
    effect torch_light_small
    {
    	type light
    	{
    		fade_out_time	0.2
    		keyframe_colour
    		{
    				0.05, 	240, 100, 0
    				0.1, 	240, 130, 0
    				0.15, 	240, 110, 0
    				0.2, 	240, 120, 0
    				0.25, 	240, 100, 0
    				0.3, 	240, 120, 0
    		}
    			
    		keyframe_radius
    		{
    				0.05, 	9
    				0.1, 	8.8
    				0.15, 	9.2
    		}
    	}
    }
    
    effect torch_light_large
    {
    	type light
    	{
    		fade_out_time	0.2
    		keyframe_colour
    		{
    				0.05, 	240, 100, 0
    				0.1, 	240, 130, 0
    				0.15, 	240, 110, 0
    				0.2, 	240, 120, 0
    				0.25, 	240, 100, 0
    				0.3, 	240, 120, 0
    		}
    			
    		keyframe_radius
    		{
    				0.05, 	13
    				0.1, 	12.8
    				0.15, 	12.2
    		}
    	}
    }
    
    effect torch_smoke_small
    {
    	type particle
    	{
    		texture			battlefield/fire/smoke0.tga
    
    		size_range       	0.4, 0.9
    		age_range        	0.7, 0.9
    	    grow_range		 	1.0, 1.2
    		vel_range  			1.0, 1.5
    		colour     			55, 50, 47
    		alpha_max	   		150			    ; maximum alpha value
    		random_emit_radius  0.0, 0.4
    		initial_size		1.0, 1.5
    
    		emitter	time
    		{
    			density			5 	     	    ; how many particels per second
    		}
    	}
    }
    
    
    effect torch_smoke_large
    {
    	type particle
    	{
    		texture			battlefield/fire/smoke0.tga
    
    		size_range       	0.4, 0.9
    		age_range        	0.7, 0.9
    	    grow_range		 	1.0, 1.2
    		vel_range  			1.5, 2.5
    		colour     			55, 50, 47
    		alpha_max	   		150			    ; maximum alpha value
    		random_emit_radius  0.0, 0.4
    		initial_size		1.5, 2.0
    
    		emitter	time
    		{
    			density			5 	            ; how many particels per second
    		}
    	}
    }
    
    
    
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;
    ;; Soldier torches
    ;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    effect soldier_torch_smoke
    {
    	type particle
    	{
    		texture				models_effects/textures/cloud_sprite3.tga
    
    		sprite_origin		0.0, 0.0
    		sprite_size			1.0, 1.0
    		
    		size_range       	0.7, 1.0
    		age_range        	1.0, 7.0
    	    grow_range		 	1.0, 2.4
    		vel_range  			0.1, .4
    		wind_modifier 		4.0
    
    		colour     			155, 150, 147
    		alpha_max	   		30			 ; maximum alpha value
    		random_emit_radius  0.0, 0.1
    		initial_size		1.0, 1.0
    		system_radius		2.0
    		batched
    		offset				0.0, 0.0, 0.0
    		max_particles       2000
    		emitter	distance_time
    		{
    			density			2	     		 ; how many particels per second
    			distance_scale  3
    			emitter_falloff_dist	100			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			
    			max_distance			0.5			
    		}
    	}
    }
    
    effect soldier_torch_fiery_smoke
    {
    	type particle
    	{
    		texture			models_effects/textures/cloud_sprite5.tga
    
    		sprite_origin		0.0, 0.0
    		sprite_size			1.0, 1.0
    
    		size_range       	0.5, 0.7
    		age_range        	0.5, 0.6
    	    grow_range		 	0.7, 1.5
    		vel_range  			0.2, 0.3
    		wind_modifier 		4.0
    
    //		colour     			85, 80, 77
    		
    		keyframe_colour
    		{
    			0.0		255, 255, 255, 255
    			1.0		30, 255, 255, 255	
    		}
    		
    		alpha_max	   		255			 ; maximum alpha value
    		random_emit_radius  0.0, 0.1
    		initial_size		0.2, 0.3
    		system_radius		2.0
    		batched
    		fade_time			1.0
    		offset				0.0, 0.0, 0.2
    		max_particles       2000
    		emitter	distance_time
    		{
    			density			10 	     		 ; how many particels per second
    			distance_scale  3
    			emitter_falloff_dist	100			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			
    			max_distance			0.5			
    		}
    	}
    }
    
    
    effect soldier_torch_fire
    {
    	type particle
    	{
    		texture				battlefield/fire/#flame_wheel.tga		
    ;		texture				models_effects/textures/checker_board.tga
    		sprite_origin		0.0, 0.0
    		sprite_size			0.01, 0.01
    		
    		initial_size		0.45, 0.45
    		size_range       	0.4, 0.2
    		age_range        	0.50, 0.50
    	    grow_range		 	0.3, 0.1
    		vel_range  			1.02, 1.04
    		wind_modifier 		1.0
    		acceleration		0, 0
    		spin_rate           0.01, -0.01
    
    		max_distance        0.00
    
    		
    		keyframe_colour
    		{
    				0.0, 	60, 255,  255,   255
    				0.15, 	5, 255,  200,   200
    				0.5, 	0,   255,   200,   200
    		}
    		
    		alpha_max	   		255			 ; maximum alpha value
    		blend_type			additive
    		offset				0.01, 0.00, 0.28
    		max_particles       5000
            
    		emitter distance_time
    		{
    			density			     70    	; how many particels per second
    			emitter_falloff_dist	50			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.1			
    			distance_scale  		0.8
    			age_scale              0.01
    			max_distance			0.2			
    		}
    
    		random_emit_radius		0, 0.00
    		system_radius			1.0			    ; radius used for culling
    		batched
    	}
    }
    
    effect soldier_torch_light
    {
    	type light
    	{
    			
    		keyframe_colour
    		{
    				0.05, 	240, 160,  90
    				0.1, 	234, 170, 90
    				0.15, 	246, 160,  90
    				0.2, 	236, 170, 90
    				0.25, 	244, 160, 90
    				0.3, 	234, 170, 90
    		}
    			
    		keyframe_radius
    		{
    				0.09, 	2.51
    				0.2, 	2.5		
    		}
    		
    		light_map_scale 0.60
    	}
    }
    
    effect soldier_torch_model
    {
    	type projectile
    	{
    		model models_effects/torch.cas
    		sort_for_speed
    		view_dist 70
    	}
    }
    
    effect soldier_torch_glow_model
    {
    	type projectile
    	{
    		model models_effects/torch_glow.cas
    		sort_for_speed
    		view_dist 200
    	}
    }
    
    
    
    effect_set < 0 1 2 3 4 > soldier_torch_set
    {
    	lod 10000
    	{
    		soldier_torch_fire
    		;soldier_torch_fiery_smoke
    		soldier_torch_model
    		soldier_torch_glow_model
    		soldier_torch_light
    		;soldier_torch_smoke
    		torch_sound
    	}
    }
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;
    ;; Banner torches
    ;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    effect banner_torch_smoke
    {
    	type particle
    	{
    		texture			battlefield/fire/smoke0.tga
    
    		size_range       	0.4, 0.5
    		age_range        	0.7, 0.9
    	    grow_range		 	0.6, 1.0
    		vel_range  			0.5, 1.0
    		colour     			55, 50, 47
    		alpha_max	   		150			    ; maximum alpha value
    		random_emit_radius  0.0, 0.1
    		initial_size		0.2, 0.5
    		system_radius		2.0
    		offset				0.0, 10.0, 0.0
    		max_particles		2000
    		emitter	time
    		{
    			density			5 	     		; how many particels per second
    			emitter_falloff_dist	100			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			
    		}
    	}
    }
    
    effect banner_torch_fire
    {
    	type particle
    	{
    		texture				battlefield/fire/#flame_wheel.tga		
    		sprite_origin		0.0, 0.0
    		sprite_size			1.0, 1.0
    
    		size_range       	0.6, 0.2
    		age_range        	0.4, 0.7
    	    grow_range		 	1.0, 0.1
    		vel_range  			0.5, 1.0
    		colour     			255, 150, 200
    		alpha_max	   		255			    ; maximum alpha value
    		initial_size		0.2, 0.5
    		blend_type			additive
    		offset				0.0, 10.0, 0.0
    		max_particles		2000
    
    		emitter time
    		{
    			density			        40 	    ; how many particels per second
    			emitter_falloff_dist	100		; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			
    		}
    
    		random_emit_radius		0, 0.1
    		system_radius			2.0			; radius used for culling
    	}
    }
    
    effect banner_torch_light
    {
    	type light
    	{
    		offset		0.0, 10.0, 0.0
    		keyframe_colour
    		{
    				0.05, 	240, 100, 0
    				0.1, 	240, 130, 0
    				0.15, 	240, 110, 0
    				0.2, 	240, 120, 0
    				0.25, 	240, 100, 0
    				0.3, 	240, 120, 0
    		}
    			
    		keyframe_radius
    		{
    				0.05, 	6.0
    				0.1, 	6.1
    				0.15, 	6.05				
    		}
    	}
    }
    
    effect_set < 0 1 2 3 4 > banner_torch_set
    {
    	lod 10000
    	{
    		soldier_torch_fire
    		;soldier_torch_fiery_smoke
    		soldier_torch_model
    		soldier_torch_glow_model
    		;soldier_torch_smoke
    		torch_sound
    	}
    }
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;
    ;; Plaza torches
    ;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    effect plaza_torch_smoke
    {
    	type particle
    	{
    		texture			battlefield/fire/smoke0.tga
    
    		size_range       	0.4, 0.5
    		age_range        	0.7, 0.9
    	    grow_range		 	0.6, 1.0
    		vel_range  			0.5, 1.0
    		colour     			55, 50, 47
    		alpha_max	   		150			    ; maximum alpha value
    		random_emit_radius  0.0, 0.1
    		initial_size		0.2, 0.5
    		system_radius		2.0
    		offset				0.0, 3.2, 0.0
    		max_particles		2000
    		emitter	time
    		{
    			density			5 	     		; how many particels per second
    			emitter_falloff_dist	100			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			
    		}
    	}
    }
    
    effect plaza_torch_fire
    {
    	type particle
    	{
    		texture				battlefield/fire/#flame_wheel.tga		
    		sprite_origin		0.0, 0.0
    		sprite_size			1.0, 1.0
    
    		size_range       	0.1, 0.2
    		age_range        	0.2, 0.3
    	    grow_range		 	1.0, 1.5
    		vel_range  			0.5, 0.6
    		colour     			255, 150, 200
    		alpha_max	   		255			    ; maximum alpha value
    		initial_size		0.2, 0.5
    		blend_type			additive
    		offset				0.0, 3.2, 0.0
    		max_particles		2000
    
    		emitter time
    		{
    			density			        40 	    ; how many particels per second
    			emitter_falloff_dist	100		; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			
    		}
    
    		random_emit_radius		0, 0.1
    		system_radius			2.0			; radius used for culling
    	}
    }
    
    effect plaza_torch_light
    {
    	type light
    	{
    		offset		0.0, 3.2, 0.0
    		keyframe_colour
    		{
    				0.05, 	240, 100, 0
    				0.1, 	240, 130, 0
    				0.15, 	240, 110, 0
    				0.2, 	240, 120, 0
    				0.25, 	240, 100, 0
    				0.3, 	240, 120, 0
    		}
    			
    		keyframe_radius
    		{
    				0.0, 	4.0
    				0.1, 	4.1
    				0.15, 	4.05				
    		}
    	}
    }
    
    effect_set < 0 1 2 3 4 > plaza_torch_set
    {
    	lod 10000
    	{
    		soldier_torch_fire
    		soldier_torch_light
    		;plaza_torch_smoke
    		torch_sound
    	}
    }
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;
    ;; Unit Light
    ;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    effect unit_light
    {
    	type light
    	{
    		offset		0.0, 5.0, 0.0
    		keyframe_colour
    		{
    				0.05, 	60, 30, 5
    				0.1, 	60, 38, 5
    				0.15, 	60, 28, 5
    				0.2, 	60, 36, 5
    				0.25, 	60, 30, 5
    				0.3, 	60, 36, 5
    		}
    			
    		keyframe_radius
    		{
    				0.05, 	15.0
    				0.1, 	15.1
    				0.15, 	15.05				
    		}
    		
    		light_map_scale 0.0
    	}
    }
    
    effect_set < 0 1 2 3 4 > unit_light_set
    {
    	lod 10000
    	{
    		unit_light
    	}
    }
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;
    ;; Street Lights
    ;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    effect bi_street_lamp_smoke
    {
    	type particle
    	{
    		texture			battlefield/fire/smoke1.tga
    
    		sprite_origin		0.0, 0.0
    		sprite_size			1.0, 1.0
    			
    		size_range       	0.1, 0.8
    		age_range        	1.5, 2.0
    	    grow_range		 	0.6, 1.0
    		vel_range  			0.3, 0.8
    		die_size			0.1, 0.8
    		colour     			55, 50, 47
    		alpha_max	   		114			    ; maximum alpha value
    		random_emit_radius  0.0, 0.1
    		initial_size		0.2, 0.5
    		system_radius		2.0
    		offset				0.0, 0.0, 0.0
    		max_particles		2000
    		batched
    		
    		emitter	time
    		{
    			density			10 	     		; how many particels per second
    			emitter_falloff_dist	100		; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5						
    		}
    	}
    }
    
    
    effect bi_street_lamp_fire
    {
    	type particle
    	{
    		texture				battlefield/fire/#flame_wheel.tga		
    		sprite_origin		0.0, 0.0
    		sprite_size			1.0, 1.0
    
    		size_range       	0.1, 0.2
    		age_range        	0.4, 0.6
    	    grow_range		 	2.5, 0.5
    		vel_range  			0.5, 0.6
    		colour     			255, 150, 200
    		alpha_max	   		200			    ; maximum alpha value
    		initial_size		0.2, 0.5
    		blend_type			additive
    		offset				0.0, 0.0, 0.0
    		max_particles		2000
    		batched
    		
    		emitter time
    		{
    			density			        40 	    ; how many particels per second
    			emitter_falloff_dist	100		; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			
    		}
    
    		random_emit_radius		0, 0.1
    		system_radius			2.0			; radius used for culling
    	}
    }
    	
    effect bi_street_lamp_light
    {
    	type light
    	{
    		offset		0.0, 0.0, 0.0
    		keyframe_colour
    		{
    				0.05, 	255, 140, 0
    				0.1, 	255, 130, 0
    				0.15, 	255, 160, 0
    				0.2, 	255, 15020, 0
    				0.25, 	255, 170, 0
    				0.3, 	255, 150, 0
    		}
    			
    		keyframe_radius 
    		{
    				0.0, 	10.0				
    				0.3, 	10.5				
    				0.7, 	11.0				
    				1.0,    10.5				
    		}
    
    		light_map_scale 0.3
    	}
    }
    
    effect_set < 0 1 2 3 4 > night_fx_bi_street_lamp
    {
    	lod 10000
    	{
    		bi_street_lamp_fire
    		bi_street_lamp_light
    		;bi_street_lamp_smoke
    		torch_sound
    	}
    }
    
    effect_set < 0 1 2 3 4 > night_fx_torch_small
    {
    	lod 1000
    	{
    		soldier_torch_fire
    		soldier_torch_light
    		;torch_smoke_small
    		torch_sound
    	}
    }
    
    effect_set < 0 1 2 3 4 > night_fx_torch_large
    {
    	lod 1000
    	{
    		soldier_torch_fire
    		soldier_torch_light
    		;torch_smoke_large
    		torch_sound
    	}
    }


    In that file is a section called "Soldier torches", so you'd have to modify that code in order to drop the light to zero. How one does that, I have no idea, but here's a thread from a submod where the guy makes them brighter, so perhaps you can see what he changed (the thread includes a download of his modded "torches" file) and do the opposite to remove the light altogether. In addition, the torch itself is a physical presence visible near the unit, so to make those go away you probably have to make them invisible (this is modeler stuff, which is not my area, so "buyer beware"). Anyway, there's 3 different torch .cas files in the {your M2TW game path here}\data\models_effects\ folder and a related texture file in the {your M2TW game path here}\data\models_effects\textures folder. These too are not part of the EB2 download, so you definitely have to unpack the vanilla game files to get access to those.
    EBII Council
     
  5. SargeBarnes's Avatar

    SargeBarnes said:

    Default Re: Torches in Daylight

    Great, thanks for the help, I'll take a look at what you suggest.