Hi,
Thanks for all the encouragement!
I do use the standard CoH fx, namely light_glow_ring00 and light_glow_ring02. I have not found a way to use DoW FX but looking at the fx.lua files makes me think it could be created within the DoW FX Editor then edited by hand to work in CoH.
Here is a fx.lua from CoH
Code:
fxtypes =
{
{
effect = "root",
fx =
{
properties =
{
{
key_num = 2,
knot_array =
{
1,
1,
},
mode = 0,
name = "Radius",
time_array =
{
0,
255,
},
type = "VARTYPE_VARYING_FLOAT",
},
{
key_num = 2,
knot_array =
{
0,
0,
0,
0,
0,
0,
},
mode = 0,
name = "Offset",
time_array =
{
0,
255,
},
type = "VARTYPE_VARYING_VECTOR",
},
{
key_num = 2,
knot_array =
{
0,
0,
},
mode = 0,
name = "SpinX",
time_array =
{
0,
255,
},
type = "VARTYPE_VARYING_FLOAT",
},
{
key_num = 2,
knot_array =
{
0,
0,
},
mode = 0,
name = "SpinY",
time_array =
{
0,
255,
},
type = "VARTYPE_VARYING_FLOAT",
},
{
key_num = 2,
knot_array =
{
0.10000,
0.10000,
},
mode = 0,
name = "SpinZ",
time_array =
{
0,
255,
},
type = "VARTYPE_VARYING_FLOAT",
},
{
key_num = 2,
knot_array =
{
173,
173,
173,
255,
173,
173,
173,
255,
},
mode = 0,
name = "Colour",
time_array =
{
0,
255,
},
type = "VARTYPE_VARYING_COLOUR",
},
{
name = "SpinRandom",
type = "VARTYPE_BOOL",
value = 0,
},
{
name = "RadiusEpsilon",
type = "VARTYPE_FLOAT",
value = 0,
},
{
name = "SpinEpsilonX",
type = "VARTYPE_FLOAT",
value = 0,
},
{
name = "SpinEpsilonY",
type = "VARTYPE_FLOAT",
value = 0,
},
{
name = "SpinEpsilonZ",
type = "VARTYPE_FLOAT",
value = 0,
},
{
name = "Duration",
type = "VARTYPE_FLOAT",
value = 0.75000,
},
{
name = "Loop",
type = "VARTYPE_BOOL",
value = 1,
},
{
name = "Billboard",
type = "VARTYPE_BOOL",
value = 1,
},
{
name = "DepthOffset",
type = "VARTYPE_FLOAT",
value = -1.02600,
},
{
name = "DurationEpsilon",
type = "VARTYPE_FLOAT",
value = 0,
},
{
name = "RandomTile",
type = "VARTYPE_BOOL",
value = 0,
},
{
name = "Lighting",
type = "VARTYPE_INT",
value = 0,
},
{
name = "InheritScale",
type = "VARTYPE_BOOL",
value = 1,
},
{
key_num = 2,
knot_array =
{
1,
1,
},
mode = 0,
name = "AnimationRate",
time_array =
{
0,
255,
},
type = "VARTYPE_VARYING_FLOAT",
},
{
name = "LOD",
type = "VARTYPE_INT",
value = 7,
},
{
name = "FollowTerrain",
type = "VARTYPE_INT",
value = 0,
},
{
name = "SpawnFx",
type = "VARTYPE_STRING",
value = "",
},
{
name = "Shader",
type = "VARTYPE_KEY",
value = "fxshader_additive",
},
{
name = "Blending",
type = "VARTYPE_INT",
value = 2,
},
{
name = "Texture",
type = "VARTYPE_STRING",
value = "biap/BIA_BIG_FLASH_RING_WHITE.TGA",
},
},
style = "STYLE_RING",
},
},
{
effect = "root>fxshader_additive",
fx =
{
properties =
{
{
name = "tex0",
type = "VARTYPE_STRING",
value = "textures\\bia_big_flash_ring2",
},
{
name = "TileX",
type = "VARTYPE_INT",
value = 0,
},
{
name = "TileY",
type = "VARTYPE_INT",
value = 0,
},
},
style = "SHADER",
},
},
}
Compare it to one from DoW
Code:
fxtypes =
{
{
effect = "root",
fx =
{
properties =
{
property_00 =
{
name = "Duration",
type = "VARTYPE_FLOAT",
value = 0.57000,
},
property_01 =
{
name = "Loop",
type = "VARTYPE_BOOL",
value = 0,
},
property_02 =
{
name = "Blending",
type = "VARTYPE_INT",
value = 2,
},
property_03 =
{
name = "Texture",
type = "VARTYPE_STRING",
value = "MUZZLE_SNIPER_RIFLE_FLASH.TGA",
},
property_04 =
{
name = "Offset",
type = "VARTYPE_ARRAY_TIMEVECTOR3",
value =
{
entry_00 =
{
0,
0,
0,
0,
},
entry_01 =
{
1,
0,
0,
0,
},
},
},
property_05 =
{
name = "Length",
type = "VARTYPE_ARRAY_TIMEFLOAT",
value =
{
0,
1,
1,
1,
},
},
property_06 =
{
name = "Noise",
type = "VARTYPE_ARRAY_TIMEFLOAT",
value =
{
0,
0,
1,
0,
},
},
property_07 =
{
name = "Segments",
type = "VARTYPE_ARRAY_TIMEFLOAT",
value =
{
0,
1,
1,
10,
},
},
property_08 =
{
name = "Texture_U_Offset",
type = "VARTYPE_ARRAY_TIMEFLOAT",
value =
{
0,
0,
1,
0,
},
},
property_09 =
{
name = "Texture_U_Repeat",
type = "VARTYPE_ARRAY_TIMEFLOAT",
value =
{
0,
0.99000,
1,
0.99000,
},
},
property_10 =
{
name = "Width",
type = "VARTYPE_ARRAY_TIMEFLOAT",
value =
{
0,
0.60000,
1,
0.60000,
},
},
property_11 =
{
name = "Colour",
type = "VARTYPE_ARRAY_TIMECOLOUR",
value =
{
entry_00 =
{
0,
0,
0,
0,
255,
},
entry_01 =
{
0.00418,
255,
255,
255,
255,
},
entry_02 =
{
0.13158,
0,
0,
0,
255,
},
entry_03 =
{
1,
0,
0,
0,
255,
},
},
},
property_12 =
{
name = "Arc",
type = "VARTYPE_ARRAY_TIMEVECTOR3",
value =
{
entry_00 =
{
0,
0,
0,
0,
},
entry_01 =
{
1,
0,
0,
0,
},
},
},
property_13 =
{
name = "LengthEpsilon",
type = "VARTYPE_FLOAT",
value = 0,
},
property_14 =
{
name = "WidthEpsilon",
type = "VARTYPE_FLOAT",
value = 0,
},
property_15 =
{
name = "WorldAlignAxis",
type = "VARTYPE_VECTOR3",
value =
{
0,
0,
0,
},
},
property_16 =
{
name = "UseDepthTest",
type = "VARTYPE_BOOL",
value = 0,
},
property_17 =
{
name = "SortOrder",
type = "VARTYPE_INT",
value = 0,
},
property_18 =
{
name = "Detail_From",
type = "VARTYPE_FLOAT",
value = 0,
},
property_19 =
{
name = "Detail_To",
type = "VARTYPE_FLOAT",
value = 1,
},
},
style = "STYLE_BEAM",
},
},
}
I'm still a bit critic about the contents of the project, it does not really add anything more then the killzone universe (which is cool!) but it comes at the cost of game play, less units, no buildings. With that said if its tweaked enough and the player gets the right feeling it might be as enjoyable as original CoH?
Cool stuff Sunray, you may of course use them in any way you see fit! I do not know if its good that you where introduced to Sony's Flagship.. like the bastards need any commercial.
None the less, cool game sweet graphics and designs.
At current state I will continue to produce content for this (low pace) and await someone to take command and enhance the project.