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Old 01-28-2005, 03:42 PM   #2 (permalink)
Rene
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Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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Taken directly out of the file, listing non default values for the materials

FIREAROWTIP:
Code:
Pass 1, ambient: (color 0 0 0)
Pass 1, diffuse: (color 0 0 0)
Pass 1, emissive: (color 162 255 0)
Pass 1, shader: Add
Pass 1, detailColor: Scale
Pass 1, stage 0, mapping: grid
Pass 1, stage 0, texture: EXFireTorchSeq.tga
Pass 1, stage 0, args: 
    FPS=15.0; The frames per second
    Log2Width=2; So 0=width 1, 1=width 2, 2=width 4. The default means animate using a texture divided up into quarters.
    Last= ;GridWidth*GridWidth; The last frame to use
Pass 1, stage 1, mapping: grid
Pass 1, stage 1, texture: EXFireTorchSeq.tga
Pass 1, stage 1, args:
    FPS=30.0; The frames per second
    Log2Width=2; So 0=width 1, 1=width 2, 2=width 4. The default means animate using a texture divided up into quarters.
    Last=GridWidth*GridWidth; The last frame to use
Also, make the FIREAROWTIP mesh camara oriented.



FORGED_BLADE:
Code:
Pass 1, ambient: (color 0 0 0)
Pass 1, diffuse: (color 0 0 0)
Pass 1, emissive: (color 25 43 75)
Pass 1, shader: Add
Pass 1, texture stage 0: EXLnzFlar2.tga

I tested this and it work fine when viewed using the w3d viewer. I don't know how the result will be ingame but so far that conversion has given me nothing but troubles. Hope you have more luck.
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