adding projectile lights Need Help!

Ambiance

First time out of the vault
Ok I've made all the sprites for my partical gun then made the weapon. Then I found in the mode section under impactfx sprite there is a place to asign "projectle light", So I found where the lights were stord entites/lights/weapons and cloned all the plasma lights and renamed them to the following ParticalSingle, BurstPartical, ParticalImpact, and Partical but they wont show up in the projectile light drop down list.

How do I add them to the list?
 
When you say cloned the lights did you just copy and rename them? If so why? You just need to assign the light effect you want. If you've edited them try the following.

The drop down lists are hardcoded so you'll need to use the fan made editor BoSEE to add custom effects. Though I'm not sure it'll work for the lights.

Check out this thread & tutorial about changing ammo types, the process should be the same.
 
The reason why I cloned them was to make sure I had all the settings right. See my projectile is yellow so I clone the plasma lights and changed the color to yellow but when I tryied to assign them there were not there. Anyway I kinda figured they were hard coded and I didn't know about that editor so i'll give that a shot. I just hope it works or I'll be back hehe.
 
I wondered if you had changed them but when someone says cloning I think of identical copies. In which case you'd just need to assign one of the default lights.

Well I've never tried changing the lights so let us know if it works, here's another tutorial on using BoSEE for adding new sounds to weapons, presumably the concept will be the same for the lights.

To add a new sound type you'll need BoSEE by Dr. W95, which should be downloadable from DAC or NMA.

Adding the new sound type is similar to adding a new ammo type, create a new entity or copy an existing one from the game, In the FT Tools entity editor make sure that for weapons you select a sound type and under the modes an impact sound type otherwise these fields won't show in BoSEE. You can pick any sound type as you're going to edit them. The same goes for adding new ammo types, you must choose an ammo type i.e. needle for the field to show in BoSEE.

Open your entity with BoSEE, you might want to set up a new directory and use the path format explained in the tools read me or at least back your files up. In BoSEE you'll see a directory structure, click on the top directory in the left hand window (if you're editing a weapon this will say weapon smile ) on the right you'll see a list of the weapon's attributes. Double click on Sound Type an in the pop up window change the value for example if you're adding the unique sounds of an AK47 change the value Rifle to AK47. Save your entity and exit BoSEE.

Now you need to set up the sound files, you'll need at least 1 sound file of the weapon burst firing, one single shot, a reload sound and an out of ammo sound file.

If you've set up a new directory add subdirectories sound/game or place your new sounds in the core/sound/game folder, your sound files should be renamed as this

[sound type]Burst1.wav
[sound type]Burst2.wav
[sound type]Single1.wav
[sound type]Single2.wav
[sound type]Reload.wav
[sound type]OutOfAmmo.wav

i.e.

AK47Burst1.wav
AK47Burst2.wav
AK47Single1.wav
AK47Single2.wav
AK47Reload.wav
AK47OutOfAmmo.wav

for once with FOT capitalisation isn't important, go figure :confused2: .

If you've only got one sound file for burst and one sound file for single then copy the files and rename them burst2 and single2 etc because when the game decides to use burst2 for your weapon and there's no burst2.wav it won't use burst1 instead.

To add new sounds to other items is a similar process, for breakables etc choose a sound type in the entity editor and then just change it in BoSEE.

To add new impact sounds open your weapon entity in BoSEE and under each mode used double click on impact sound fx and change the value to you new type. For example with Xbow's crossbow entities under mode 0 change the impact sound fx from bullet to Bow.

Then you need to set your impact sounds up as these

Flesh_[impact sound fx]1.wav
Flesh_[impact sound fx]2.wav
Leath_[impact sound fx]1.wav
Leath_[impact sound fx]2.wav
Metal_[impact sound fx]1.WAV
Metal_[impact sound fx]2.WAV
Pow_[impact sound fx]1.wav
Pow_[impact sound fx]2.wav

i.e.

Flesh_Bow1.wav


if your impact sound has burst fire then the format is this

Flesh_[impact sound fx]_Burst1.WAV
Flesh_[impact sound fx]_Burst2.WAV
Flesh_[impact sound fx]_Burst3.WAV
Leath_[impact sound fx]_Burst1.WAV
Leath_[impact sound fx]_Burst2.WAV
Leath_[impact sound fx]_Burst3.WAV
Metal_[impact sound fx]_Burst1.WAV
Metal_[impact sound fx]_Burst2.WAV
Metal_[impact sound fx]_Burst3.WAV
Pow_[impact sound fx]_Burst1.WAV
Pow_[impact sound fx]_Burst2.WAV
Pow_[impact sound fx]_Burst3.WAV

i.e.

Metal_Bullet_Burst1.WAV

Explosives use this format

[sound type]Explode1.wav
[sound type]Explode2.wav

and throwing weapons use this format for their passage through the air,

[sound type]Throw1.wav
[sound type]Throw2.wav
[sound type]Throw3.wav

One other tip is once you've chosen your replacement sound files to open them up, individually, in Sound Recorder and increase the volume by at least 50% as the default FOT sound fx files are quite loud compared to sound files from other sources and if you are using the default bullet impacts (especially for burst) they can sometimes drown out your new sound effects.
 
ok I did just like the ammo tutorial told me but it didn't work I edited the lights because they have a special path name that doesn't save in the tactics editor so fixed that with the BOSEE then I opend the weapon entity and changed the "Light FX" to SinglePartical it was SinglePlasma. Then I gave it a try but it crashed when I tried to fire the weapon so I went back and added a path to the "Light FX" linking to where my SinglePartical.ent light was and still crashes so went back again to BOSEE and notest that when I click on the "Light FX" the Property Information wind in BOSEE said this

Property information

Name Light FX


What light entity is used. However, its not a file name, but a normal string. That means that something else is deciding what light entity to use.


So that means I need to edit something else too but what I've extracted everything and check all the texts and cant find any strings related to this. Anyone have any ideas
 
This is probably hardcoded, I don't remember any text files relating to weapon lights, and if you look at the pull down list you have SingleBulletSmall, SingleBulletLarge and Burst Bullet. Though there are no light entities with bullet in their file or display name, but there are singleMuzzle, singleMuzzleLarge, LargeMuzzle and burstMuzzle etc.

So there's something else that links these up but it doesn't appear to be available for modding.
 
Yeah I think your right there is no way, I just ended up useing the flamer light for the projectile it goes with it pritty well. Thanks for your help anyway though.
 
All the weapon light fx have the same display name, SingleMuzzle so they're not linked by that unfortunately.

I was going to say they only used the small grenade light fx. All the others Large, Fire, Electric and Plasma aren't used so you could edit them but none of them (including small grenade) appear to work.

Otherwise if you've set up the path option you could just overwrite burstElectric and burstPlasma, IIRC no existing weapons use them.

Or the punchgun, rocket (and tank) already have a yellow light fx.
 
lol the rocket is perfect. I always thought the light was more of a white but when I opened it up it was the perfect yellow. All that trouble for nothing but hey at least I learned something, you cant make your own "projectile lights".
 
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