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Re: Effects Editing Whatever happened to EffectsED? Or are you on a mac... |
Re: Effects Editing For the "extending fire effect", have you tried editing the fire image in GFX folder? i.e. if it's 128x128, make it 128x256 using an image editor like GIMP to stretch it. |
Re: Effects Editing I understand that, that was merely an example but thank you for the help! Does it have to be in increments of 128 or was that just an example? |
Re: Effects Editing Well, I haven't personally tested it out - I was guessing about what could "stretch" the effect. The 128 was an example. If it worked at all, the usual "power 2" rules apply. Spoiler: |
Re: Effects Editing Ooooohhhhh...POWER of two...Everyone else told me it had to be in increments of two...:Puzzled: |
Re: Effects Editing Quote:
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Re: Effects Editing Hmm...okay thanks. I'll fool around with it. But what do you mean by the cg_renderToTextureFx 0? What is that for exactly? EDIT: Do you think I could apply that shader or something similar to something else? |
Re: Effects Editing There are a few effects that will only be drawn if cg_renderToTextureFx is set to 1 (which is the case by default), most notably this refraction effect upon push (both sp and mp). And in mp the player spheres will be a bit different, plus the repeater altattack projectile (only if cg_repeaterOrb is also set to 1), and cloaking seems to be affected, too. That's all for mp, anyway; maybe there are a few other things in sp that are also affected (there's no telling without the sp code). At any rate, if it's set to 0, the refraction effect upon push will be replaced with the good old (jk2 style) gfx/effects/forcePush shader. EDIT: Quote:
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Re: Effects Editing Hmm...we'll see what I can do. Thanks for all your help nizwiz! |
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