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Author Topic: Projectile modding problem  (Read 6544 times)

Muffel

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Projectile modding problem
« on: June 25, 2012, 04:37:17 PM »

I'm working on a mod, it's in a very very early state (only one weapon and one ship so far), but I've discovered already one problem which I can't seem to solve on my own.



The problem is that right now these projectiles have these weird tails. I want the projectiles only to look like the .png files I made, without these weird graphic effect.
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IIE16 Yoshi

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Re: Projectile modding problem
« Reply #1 on: June 25, 2012, 04:41:05 PM »

It's a trail, I think.

Nice bubble ship. Bubble Tanks mod incoming?
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Muffel

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Re: Projectile modding problem
« Reply #2 on: June 25, 2012, 04:44:22 PM »

Jupp :D

How do I disable this trail?
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Upgradecap

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Re: Projectile modding problem
« Reply #3 on: June 25, 2012, 04:49:01 PM »

Jupp :D

How do I disable this trail?

Can't, It's hardcoded for now, I think :)

Great, someone makes a bubbletanks mod! :D
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Muffel

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Re: Projectile modding problem
« Reply #4 on: June 25, 2012, 05:02:07 PM »

Ok, thanks. That means for now I will just leave it like that.
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silentstormpt

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Re: Projectile modding problem
« Reply #5 on: June 25, 2012, 05:06:17 PM »

Have you tried to set all the Glow alpha to 0 as in [0,0,0,0]?
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KriiEiter

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Re: Projectile modding problem
« Reply #6 on: June 25, 2012, 08:22:02 PM »

Yeah, all you'd have to do is set the last number (1,2,3,0) to '0" since that's the opacity.  That should do the trick.
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"If it aint broke, don't fix it."

Muffel

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Re: Projectile modding problem
« Reply #7 on: June 26, 2012, 12:44:26 AM »

Thanks, that solved the problem. Just had to set "fringeColor" to [0,0,0,] in the .proj file.
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Okim

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Re: Projectile modding problem
« Reply #8 on: June 26, 2012, 04:59:08 AM »

Set "fringeColor" alpha to '0'.

"fringeColor":[255,125,125,0],

This will render that trail fully transparent.

EDITED: oh ***, i`m a slow-poke :)

Upgradecap

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Re: Projectile modding problem
« Reply #9 on: June 26, 2012, 05:04:34 AM »

Set "fringeColor" alpha to '0'.

"fringeColor":[255,125,125,0],

This will render that trail fully transparent.

NINJA'D: oh ***, i`m a slow-poke :)


;)
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Vandala

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Re: Projectile modding problem
« Reply #10 on: June 26, 2012, 05:46:05 AM »

A bubble tanks mod?! Great idea!

I'll be looking forward to this one.

(Don't forget the sniper gun, that's my favorite.)

Muffel

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Re: Projectile modding problem
« Reply #11 on: June 26, 2012, 06:34:43 AM »

Or course not, I just don't have any idea how I get the bullet to actually pierce ships. Would also be overpowered in the starfarer engine through.
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Vandala

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Re: Projectile modding problem
« Reply #12 on: June 26, 2012, 08:14:21 AM »

Or course not, I just don't have any idea how I get the bullet to actually pierce ships. Would also be overpowered in the starfarer engine through.

True, but you can make it a area effect damage, long range, high damage weapon.

IIE16 Yoshi

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Re: Projectile modding problem
« Reply #13 on: June 26, 2012, 11:29:39 AM »

AoE has the potential to turn it into a flak gun, whether you want it to, or not. If missiles pass near it, it'll detonate like flak.
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Muffel

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Re: Projectile modding problem
« Reply #14 on: June 26, 2012, 03:05:07 PM »

Not going to think about that right now, I will first finish every weapon which uses the default bullets, because I think those are all pretty easy to code. After that I will see.
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