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.