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  #1  
Old 05-14-2013, 11:11 PM
Telin Telin is offline
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Great job. I'm going to isolate spells.eff and spells_us.txt when loading Mac client to make sure those are the only two spell files required for the classic particles. I could also play with offsets to find out what else they control since the spells are working right to begin with. It's interesting the old genb is now like new spelb and genc is like spelc. I bet a gena would be for the blue healing sparkles.
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  #2  
Old 05-14-2013, 11:33 PM
Furinex Furinex is offline
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Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
Here is the old spells.eff change I made that you asked about. This is the shielding spell and changing that 00 to 02 causes the origin to be the caster instead of 0,0. You can change it to several other values as well which change the way the effect looks but 02 was the best I found.

If you only make that change and nothing else the effect is a circular green particle and some strange falling orange particles at the caster. During my testing I was able to make these particles behave as expected as well, using the "jet" effect or whatever.

What I couldn't figure out was:

1. How do you get effects to follow the caster/target if they move?
2. How do you get the effects to come from the hands instead of the center of body?

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As for my methodology of how I figured this out, I just noticed that all the effects in the file say GENXYY_SPRITE where X is a letter A-Z and YY is a number (10, 20, 30). I did a replace all on GENA with GENB, see if that was the shielding effect, then replace all on GENB with GENC, see if that was the spell effect, repeat until the shielding effect particles change in some way to know you've found one of the sprites involved.

Then I reset the file to normal and changed the particle I found, GENC I think it was, one effect that used it as a time. That allowed me to identify the spell block for the shielding effect.

Next I noticed that the frost nuke effect actually had the origin at the caster instead of 0,0. I repeated the above process to find that effect. Then I copied that whole spell block over the shielding block. Then I went back and changed 1 line at a time back to the original shielding lines until I identified which line was responsible for changing the origin.

Unfortunately there seems to be no spell effect in the game which will stay with the caster/target if they move or that originates from the hands as expected. This is why I gave up. Without a working example to use as a template its extremely hard to just change random characters and then check and see what happens. If you look through various spell blocks you'll see that they all seem to have "random" areas changed to "random" values. I can't identify any kind of pattern to work with.

As Aeolwind said, I think the involvement of the character model hands and staying with the model may be outside of this file. I just fixed the origin location.

As for the gravity effects of particles, this can be adjusted in spellsnew.edd. I accomplished this during my original testing but didn't take any notes on how I did it. It was an unintended consequence when I was trying to get the particle direction to change. I was able to create particles that flowed out and then began falling down in an arc like pattern. I also identified a change that increased velocity and various other things. This is why I said I was confident these changes could be made. I've made all the necessary adjustments at one time or another, just forgot to write them down.

Well... Im interested in 2 things. Can we call GENB sprite in the spellsnew.edd file. AND, im especially interested where you found to control the gravity in the spellsnew.edd file. That would make things MUCH closer to classic.
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  #3  
Old 05-16-2013, 04:50 PM
Telin Telin is offline
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........GENB10_SPRITE (Green Level 1)...................GENC10_SPRITE(Orange Level 24)...................GEND30_SPRITE(Blue Level 39)

Spells_us.txt, Spells_en.txt and Spells.eff are all three required to load game.

The effect 02 gave it was like other spells using the shielding particles instead. This must be why most of the target's effects work properly except for some, and of course not at all when target moves. I think 00 is meant as the source for the hands, but the game isn't loading the hand spell bind points.
Last edited by Telin; 05-16-2013 at 05:02 PM..
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  #4  
Old 05-16-2013, 06:22 PM
Bamzal Sherbet Bamzal Sherbet is offline
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great work. looks like we'll be able to see proper spell effects some day
Last edited by Bamzal Sherbet; 05-16-2013 at 09:01 PM..
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  #5  
Old 05-20-2013, 02:03 PM
nilbog nilbog is offline
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Stickied.

I encourage people to try the downloads from the OP. Even if this isn't 100% complete, it is substantially better than particles vertically rising from the hands.

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  #6  
Old 08-11-2021, 02:23 PM
notmarcusd notmarcusd is offline
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Default how to get spell effects visible in first person

Anyone figure out how to get the spell effects visible in first person? The old spell effects when you revert to those (which don't show particles from the hands) are visible in first person, but these revamped effects do not. Was thinking maybe it is an offset issue.
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  #7  
Old 05-30-2013, 02:51 AM
azxten azxten is offline
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I'm keeping an eye on this thread as well. We'll get this working some day, I'll be around to help when you get 39 and start diving in again.
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  #8  
Old 06-02-2013, 08:19 PM
Uggme Uggme is offline
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Furi, you and I discussed this Earlier. Here is a Screenshot on this thread of 3 classic bolts in the air. Right now they have the same graphic as a GBS in someones hand flying towards the target. They should look a lot more like large Firestars

http://www.project1999.org/forums/sh...t=50398&page=2

Additionally, the bolt itself does not travel fast enough towards it's target currently. It should move a bit faster and hit the target a short amount quicker than it does now.

Seeing as this thread is all about spell effects and classic looks, this is as much as I could find. If the effect itself can be fixed that would be great... though I'm not sure there's any way you could fix the time it takes for the bolt to hit. I'm guessing that's something that takes place on the staff's side of things.

Do ya think it's fixable?

here is the main thread listing consolidated issues

http://www.project1999.org/forums/sh...ad.php?t=45895

Thanks in advance!
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  #9  
Old 06-02-2013, 09:26 PM
Aeolwind Aeolwind is offline
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Not sure if it has bearing to this, but there is a file called missle.eqg. Any correlation?
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  #10  
Old 06-03-2013, 06:58 AM
Handpartytowel Handpartytowel is offline
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this is from an emu server like 5 years ago. seems better than p99 tho.

http://www.youtube.com/watch?v=YwSlZfVbgtQ
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