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#51
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![]() Hey Furinex, does your spells file include fixes for all the spells on the list in the front page?
I'm going to work on this some again. I am thinking I'll try to recreate this look: [You must be logged in to view images. Log in or Register.] I was able to recreate the "falling" effect during my testing so I know its possible. I'm guessing green needs to be more disbursed instead of a straight column of particles. Same for orange/blue and orange/blue also have a higher acceleration and gravity. Green -> Straight, more cone like disburse pattern Orange -> Slight gravity, more cone like disburse pattern Blue -> More gravity, more cone like disburse pattern | ||
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#52
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![]() Did NOT DO Frost nukes, bard stuff and Mage DS. All others should work. Btw the green spell effect needs to be shorter. Red/orange is medium length and blue seems to be the longest with the most gravity. I still have not found how to modify the file to show blue effects when casting. If you find that let me know
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Last edited by Furinex; 05-04-2013 at 03:29 PM..
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#53
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![]() At the moment I'm kind of giving up on spellsnew.edd and instead working on spells.eff.
Removing the spellsnew* files produces much better looking particles in my opinion. The only problem is that there is no "source" effect, there is only target effects. | ||
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#54
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![]() Quote:
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#55
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![]() when I delete those 2 files, I get NO spell effects when casting and only the finishing effect. Not sure how we're gonna be able to use this.
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#56
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![]() Quote:
So, the .eff is going to give us the actual classic particle effects. However, either way there are some serious problems. Using spells.eff when you start casting a spell the particles stay at that origin. If you move they don't follow you. Also, all the effects work except for effects that originate from the hands. Using spellsnew.eff you don't get the classic particles, they aren't as bright, don't originte from the hands properly. [You must be logged in to view images. Log in or Register.] Quote:
Sure, spells.eff sucks almost as much as spellsnew.eff but if we could somehow merge both of them we would have classic effects. [You must be logged in to view images. Log in or Register.] | ||||
Last edited by azxten; 05-04-2013 at 03:54 PM..
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#57
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![]() Downloaded the updated spellsnew.edd file, great job with the particles emitted from the characters hands. I also tried deleting both spellsnew files, which produced an interesting result. I did not see all of the particles (none from the hands, clearly missing some from other sources, etc) but the ones that did show up were "classic" by this I mean, on my level 34 druid, the skin series spells landed on target with green and orange particles, as was the case in classic, not green and blue as we see now. Perhaps whatever file is being read in the place of the spellsnew.edd contains all of the information about classic particles in the way that the "fall through" files work for the classic load music.
I'm not sure where to find these files, unfortunately. There is some chance that the placement of particles was buried in some library string table or something instead of having its own file. | ||
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#58
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![]() Quote:
Interesting. So... How can we get these old effects to go with the hand particles? I guess thats the question. | |||
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#59
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![]() This looks useful:
http://forum.ragezone.com/f480/guide...-files-591738/ Haven't read it yet, will do so in a bit. | ||
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#60
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![]() I wish I could look at some classic spells.eff files. I'm considering buying a classic EQ CD from eBay.
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