Yes but which file is which?Both I would think if you want them matching, or you could have 2 colors, one for the charge beam, one for the damage beam..
You can change them client-side just by editing the beam texture images right?
Both I would think if you want them matching, or you could have 2 colors, one for the charge beam, one for the damage beam..
You can change them client-side just by editing the beam texture images right?
That would be great, especially for people who play in 3rd person or w/o weapon models, since they can't see when it's ready to fire.I like the idea of a different color "charge" and "ready" beam to better show you when you can fire.
That would be great, especially for people who play in 3rd person or w/o weapon models, since they can't see when it's ready to fire.
Yes but which file is which?
(Not client side).
// Projectile for the rifle.
datablock BeamProjectileData(LaserSpecialProjectile)
{
passThroughPlayers = true;
// damage
beamCount = 2;
beamRadius[0] = 0.7;
beamMaterial[0] = "BeamMaterial0";
beamRepeatLength[0] = 5;
beamStartFadeTime[0] = 0.1;
beamEndFadeTime[0] = 1.0;
beamEndFadeFactor[0] = 0.0;
beamRadius[1] = 0.5;
beamMaterial[1] = "BeamMaterial1";
beamRepeatLength[1] = 12;
beamStartFadeTime[1] = 0.1;
beamEndFadeTime[1] = 1.0;
beamEndFadeFactor[1] = 0.0;
initialFadeDistance = 15.0;
initialDamage = 0;
directDamage = 0;
radiusDamage = 0;
damageRadius = 0;
areaImpulse = 0;
damageType = $DamageType::SniperBeam;
explosionDamageType = $DamageType::SniperExplosion;
lifetime = 1300;
isBallistic = false;
gravityMod = 0.0;
deleteOnExplode = false;
isAttached = false;
};
datablock BeamProjectileData(LaserSpecialDamageProjectile)
{
passThroughPlayers = true;
// damage
beamCount = 1;
beamRadius[0] = 0.0;
beamMaterial[0] = "BeamMaterial0";
beamRepeatLength[0] = 16;
beamStartFadeTime[0] = 0.0;
beamEndFadeTime[0] = 1.0;
beamEndFadeFactor[0] = 0.0;
explosionMidair = "SniperBeamExplosion";
minDamage = 15;
maxDamage = 45;
directDamage = 0;
radiusDamage = 0;
damageRadius = 0;
areaImpulse = 0;
damageType = $DamageType::SniperBeam;
explosionDamageType = $DamageType::SniperExplosion;
lifetime = 15;
deleteOnExplode = false;
isAttached = false;
};
I think this works for Windows, but I only have CS6 on my Mac (school licensed).I don't know if this works, but it's a plugin for Photoshop
http://www.libpng.org/pub/mng/bin/JNG_Plugin-0.8-photoshop7-win32.zip
I'll try this when I get home later today, on mobile atm...The only free software I could find when I toyed around with .jng files: www.irfanview.com
Sadly it seems like there's still no .jng GIMP plugin. And there's no plugin available for PS CS6, which you apparently own?
I'd like them in red if possible, but don't feel obliged to go out of your wayI have CS5.5 and the plugin works for me. I can edit them if you want, just tell me what color you want.
The only free software I could find when I toyed around with .jng files: www.irfanview.com
Sadly it seems like there's still no .jng GIMP plugin. And there's no plugin available for PS CS6, which you apparently own?
Fire, if I can get it to work with Elements (will try in about 4 hours), I'll pm you - happy to make two different coloured beams.This is what I had to use for some of my skyboxes. It was a pain in the ass. I don't think the plugins work for newer versions of PS.
Place this folder in legions/data/shapes/weapons
https://mega.co.nz/#!ZBciQRxA!dWDZNgMnmMqF_1sbTKIAg0KgB-oxnXmL4rQzmExCx9I
I can kinda tell from the sound/beam, but not all too much.
Thanks Fixi, in-game now, works like a charm!Place this folder in legions/data/shapes/weapons
https://mega.co.nz/#!ZBciQRxA!dWDZNgMnmMqF_1sbTKIAg0KgB-oxnXmL4rQzmExCx9I