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 Infamous-Like a flamethrower, but lightning! 
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happy carebear mom
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Post Re: Infamous-Even got a chart!
You may want to just use Air instead of a custom material. I don't know if you can define one out of bounds over 255 there...

Also, if you want this to be a rapid-fire hurt spewer instead of a single bolt at a time, you could just make the lightning into a muzzleflash and use invisible particles to do the actual damage.


Fri Jun 12, 2009 3:11 am
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Post Re: Infamous-Even got a chart!
You can't define outside of 255. Nor should you try to redefine a pre-existing material lest thinigs get funky. I'd probably go with air, yeah.


Fri Jun 12, 2009 3:17 am
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Post Re: Infamous-Even got a chart!
Gotcha. I mainly did my own material because I wanted the material to be one of the three defined glow colors so everything I made something out of it had an innate glow. Oh well, I wasn't even sure that would have worked anyways.


Fri Jun 12, 2009 3:57 am
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happy carebear mom
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Post Re: Infamous-Even got a chart!
We don't have pixel glow colors anymore :-(
You have to make your own with actual glows.


Fri Jun 12, 2009 4:02 am
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Post Re: Infamous-Even got a chart!
Duh102 wrote:
We don't have pixel glow colors anymore :-(
You have to make your own with actual glows.


But....But I don't know how!!! :oops:


*Edit*
Also even with the custom material removed it still crash. Maybe I've got a variable wrong. *Runs off to check file for the 4th time*


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Fri Jun 12, 2009 4:03 am
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Post Re: Infamous-Even got a chart!
1. Make a thingy with a black background. The darker the colour, the less it shows in-game.
2. Add this and move the variables around until you like it.
Code:
   ScreenEffect = ContentFile
      FilePath = <Your mod.rte>/<filepath of image>
   EffectStartTime = <Time, in milliseconds after creation, until the glow starts>
   EffectStopTime = <Same as above, but for stopping>
   EffectStartStrength = <A scale of 0 - 1 for how strong your glow shows up at first. Above and below one gives trippy effects, but you probably don't want that>
   EffectStopStrength = <Same as above, but for the end. There'll be an automatic gradient from start to finish, so if it's strong at the start and weak at the finish then it will gradually get weaker and vice-versa.>


Fri Jun 12, 2009 4:10 am
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Post Re: Infamous-Even got a chart!
411570N3 wrote:
1. Make a thingy with a black background.

Black (0,0,0) is full transparency (at 1.0 fade), and white (255,255,255) is full opacity (at 1.0 fade). Colors in between use the largest RGB value, I believe, for opacity.
Oh, and "thingy" = 24 bit bitmap. This is the default setting for most graphics programs.


Fri Jun 12, 2009 4:13 am
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Post Re: Infamous-Even got a chart!
Well I had a backup glow on the MOPixel I defined just in case.
Code:
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/BlueSmall.bmp
   EffectAlwaysShows = 1
   EffectStartTime = 1
   EffectStopTime = 250
   EffectStartStrength = 1.0
   EffectStopStrength = 0.0

I still haven't got the gun working yet so I don't know if it works but at least this part looks right

Also I'm slightly confused about the difference between a regular sprite effect and a glow.


Fri Jun 12, 2009 4:27 am
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Post Re: Infamous-Even got a chart!
ScreenEffects are glows, we call them that because that's what they're used for.

Glows allow for variable transparency, both in the sprite itself (with more black being more alpha) and during the game (through fades). Regular Cortex sprites do not have those properties, and additionally must fit in the 256 color palette.
However, Cortex sprites are able to be animated, and offsetted to act certain ways, such as the fire sprite that capnbubs brought with him. It's pixel collision is offsetted so that the majority of the sprite is above ground on a level surface.
Glows, depending on where you use them, are either offsetted so that the center of the glow is on the center of the sprite, or (I believe) in MuzzleFlashes they are offsetted so that the left of the glow touches the emission/muzzle offset and centered on Y.


Fri Jun 12, 2009 4:36 am
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Post Re: Infamous-Even got a chart!
Duh102 wrote:
Clear and helpful definitions.


Thanks, I was kinda confused on that.

Duh102 wrote:
Also, if you want this to be a rapid-fire hurt spewer instead of a single bolt at a time, you could just make the lightning into a muzzleflash and use invisible particles to do the actual damage.


Well I missed your post earlier but you've made me feel realize what I'm doing and how mildly moronic I'm being. If any of you have played the game you know how Cole's lightning bolt work. It doesn't fire like a gun, the bolt bolt connects from Cole's body to the target, like a flamethrower of sorts .The gun I made on the other hand fire a bolt away from the Cole actor and the sprite I'm using is useless like that. :oops:

Well I've got summer classes tomorrow and the thought the last 3 hours of work was for nothing has demoralized me for the night. I'll figure this out tomorrow but I think I'm going to approach it like a flamethrower like Duh suggested.


Fri Jun 12, 2009 6:03 am
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Post Re: Infamous-Like a flamethrower, but lightning!
Argragh.
I just realised what I didn't like about the lightning.
Make the bends pointy.
That's it, then it should be fine.


Fri Jun 12, 2009 7:21 am
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Post Re: Infamous-Like a flamethrower, but lightning!
411570N3 wrote:
Argragh.
I just realised what I didn't like about the lightning.
Make the bends pointy.
That's it, then it should be fine.



It shall be done in no more then 24 hours my good sir!


Fri Jun 12, 2009 8:13 am
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Post Re: Infamous-Lightning Sprites....again!
Smitehappy wrote:
Image

Nice job.
Looking like a fully releasable mod now!

Also, you don't have to make it a single beam, on thing that would look nice is if you split the main beam into two and put it back together.


Fri Jun 12, 2009 8:28 am
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Post Re: Infamous-Like a flamethrower, but lightning!
Doped up on meds due to dry socket (Alveolar osteitis), might be a while on next post.
I'm convinced,dentistry is a tool of Satan.


Sat Jun 13, 2009 5:55 am
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Post Re: Infamous-Even got a chart!
411570N3 wrote:
You can't define outside of 255. Nor should you try to redefine a pre-existing material lest thinigs get funky. I'd probably go with air, yeah.




Wut? All of my mods have materials with index numbers above 750, and I've never had a single problem with them.


Sat Jun 13, 2009 3:35 pm
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