SFX-TEXTURE MOD GUIDE reference

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SFX-TEXTURE MOD GUIDE reference

Post by cr0zzmeheart on Wed Nov 06, 2013 12:40 am

SFX-TEXTURE MOD GUIDE REFERENCE

1.Just simply extract the document..
2.Just DON'T think about re-posting every single content of the document anywhere you please.
3.Enjoy modding!!!

Just few value interpretation and  re-asses(some values are changed)... And their use.. still gathering some screen shots right now.


EDIT EDIT EDIT:
TESTED on patch 2008
0 = beam.bmp
1 = BlueBall.png /Beam8.png(fannel attack beam type2)
2 = explode2.png
3 = explode1.png
4 = beam2.bmp
5 = ???
6 = smokeline.png
7 = laser 2.png
8 = burner.png
9 = burner2.png
10 = beamHit3.png
11 = GSmoke.png
12 = sabel.png
13 = sabel_line.png
14 = beam2.png
15 = Beam3.bmp
16 = BlueRedBeam.png
17 = smoke.png
18 = Smoke2.png
19 = smokeline_b.png
20 = WindRing.png
21 = beam3.png
22 = beam3Hit.png
23 = summon
24 = BlueRedBeam2.png
25 = beam4.png
26 = beam5.png
27 = beam6.png
28 = beam7.png
29 = beam8.png
30 = sabel_line2.png
31 = Fire.png
32 = light
33 = magic.png
34 = beamHit2.png
35 = Wing.png
36 = wind.png
37 = bomb.png
38 = M_circle4.png
39 = beamHit4.png/BlueLight(with attack type 55)
40 = hinoko.png
41 = aaaaa.png
42 = sabel_line3.png
43 =Burner3.png
44 =Burner4.png
45 =?
46 =

beam.bmp =  most used beam shot texture
beam2 png=  beamshot reflect/deflect(default)
beam2.bmp = huge beam particle effect and supermode effect(default)
Beam3.bmp = attack type 6(vulcan/bullet) beam texture(default)
Beam3Hit.png= vulcan hit/bullet/boomerang BLOCK HITtexture (default)
Beam3.png=bomerang/grab SUCCESS HIT proceeding to beamhit2.png (default)
beam4.png = just some beam texture(reserve)
beam5.png = Physical hit reflect and hit deflect reflect texture(default)
Beam6.png = just some beam texture(reserve)
Beam7.png = most used for huge beam attacks
Beam7_.png = just some beam texture(reserve)
Beam8.png = fannel attack beam type2 for fannel attack(refer vienna scripts) but just some beam texture(reserve) as it can be used on attack type 24 or 25
BlueRedBeam.png = just some beam texture(reserve)
BlueRedBeam2.png = attack type 12 (default)
BeamHit2.png = physicall hit texture body hit.
beamHit3.png = beam hit texture  for  small beam attack and beam hit weapon point.
burner.png =and huge beam hit output and boost point light texture(default)
burner2.png=booster thrusters(default)
Explode1.png = missile explode
Explode2.png = mech explode/defeated
Gsmoke.png = Ground smoke when mech flies just on the ground or dashes..
Laser2.bmp = trap laser attack beam textures
Smokeline.png = missile smoke trace
smokeline_b.png = fannel smoke trace
sabel.png = beam saber
sabel_line.png= beam saber line or line shadow after images
sabel_line2.png =  just some beam texture(reserve)
sabel_line3.png =  just some beam texture(reserve)
light.png=daggerthrow effects,dagger summon,(default)

Patch 2k4
Blueball.png = beamhit reflect(patch 2k4)

TextureDefault :(doesn't mean cannot be changed But must agree with other mechs especially when fusing mods from different series in a compile e.g extreme-vs, jam mod, ACE mod,)
beam2 png
beam2.bmp
Beam3.bmp
Beam3Hit.png
Beam3.png
beam5.png
BlueRedBeam2.png
BeamHit2.png
beamHit3.png
burner.png
burner2.png
Explode1.png
Explode2.png
Gsmoke.png
Laser2.bmp
Smokeline.png
smokeline_b.png
Light.png
M_circle4.png
Magic.png
Wing.png

TEXTURE RESERVES:
Beam3.bmp
beam4.png
Beam6.png
Beam7.png
Beam7_.png
Beam8.png
BeamHit4.png
BlueRedBeam.png
sabel.png
sabel_line2.png
sabel_line3.png
burner3.png
burner4.png


Illustration
When deflected and even when reflected
Attack type 24/25/13/14


When got hit




saber/physical attack hit






Attack Type 1



Laser Attack (attack type 11)



Fannel attack (attack type 5)



















Full bars EX-GAUGE
blueball.png





Note: still doing rechecks on 2008 version patch.

Note: fannel beam texture can be changed though it has its default texture..(consider ani construction) uhm im not an expert on that ^^

Note: trap laser beam could possibly be changed as well .(consider ani construction) uhm im not an expert on that ^^

Note: huge beam attack texture shows burner.png texture for beam hit weapon point  while for small beam attacks does not, small beam has beamhit3.png for beam weapon point and mech body hit, and uses beamhit3.png instead of burner2.png.(refer to 1st and 2nd images)

Note: regardless of what ever beam type is used, if it got hit on other mech, the color of beam reflect will always be beam2.png, except when got deflected, the beam will be the same of what ever beam is fired...
As observed, texture also vary depending on the attack type, like for fannel attacks, uses the beam8.png(e.g. windom viena) but with the value of  "1" while on huge beam attacks(runproc 24/25) it uses the value of 29,some how same goes to small beam attacks(runproc 1)..and for type attack 13,it uses default beam which is BlueRedBeam2.png..but like i said there might still be possibility to change it and still finding ways through a lot of tests as of now...(refer to “attack type 1” images above)


NEW!!!
to change beam shot texture(ATTACK TYPE 1)
change the 9th value RunProc2(0,1,0,100,100,80,20,xx,0,0);
take this as an example, change the xx to desired value for texture.

======
Windom vienna 2k8 ani..
for rapid fire attack
RunProc2(0,1,  0,30,5,100,10,-10,0,1,0,0);....uses beam.bmp
'WeaponAttack(0,1,0,10);  uses beam2.bmp

fannel attack
RunProc2(0,5,  10,110,0,0,0,0,0,0,0,0);..uses beam.bmp
RunProc2(0,5,  11,110,0,1,0,0,0,0,0,0);..uses beam8.png
RunProc2(0,5,  12,110,0,0,0,0,0,0,0,0);..uses beam.bmp
RunProc2(0,5,  13,110,0,1,0,0,0,0,0,0);..uses beam8.png  

=======

please dont question about texture why they are different,  i used different sent of textures that's why  ^^


Got to believe in Magic!!!

                     Have learnt the basics? I’m pretty sure this tutorial/guide will take you to a whole new level in modding,
Probably the title alone will give you some idea of what it’s all about. It’s simple, many kept on asking, including myself. I want this I want that, like I want it exactly like the one I watched. But I couldn’t just find one (hehehe just for sarcasm ).  I just decided trying out few experiments myself, codes etc. So I ended up making THE THING,and I came up with these. Now, I want a gundam. Yes I have, now  I want the special effects, quality animation, I want GN particles, I want Wings of Light, I want green beams, I want different explosions I want phantom speed, I want varied burners, I want Trans-am mode, I want SEED mode. There I did have it, and now ,there you’ll gonna have it. Of course I know you won’t waste any second reading these introduction, so go go go... enjoy  have fun and feel free to experiment everything. Otherwise simply move your mouse pointer on top right corner on your screen and click it.:-)  

Before anything else just observe my number 1 rule.
1. Do not attempt asking me these; “where can I find this or that?’or those “ how to’s” questions Ok?!! Just don’t be a moron...

To Start with:
First thing’s first you must equip yourselves with the tools and knowledge on how to use it though pretty much I think you know where to get them.
Animation editing tool
Entranscode tool
HOD editing tool
Hex editing application software
Paint/adobe photoshop/picasa etc


AND the basic knowledge on modding. encrypting/decrypting, archive extraction, Hex Editing, photo editing, 3D MODELING  especially ANIMATION SCRIPTING.
Then you can proceed by familiarizing some values coded for each textures I managed to find out.


1.  SMOKELINE                                    
Runproc2(0,53,0); ExecScriptEveryTime(0);

   
                                                                             
2.  WIND                                          
Runproc2(0,54,0);ExecScriptEveryTime(0);  


3. WING                  ........................
=Beam shield rbthai      
RunProc2(,58,23,5);ExecScriptEveryTime(0);
Just remember “23” is the value for the weapon point.
Replace Wing.png this, and of course it should be encrypted >>>

 
Then boom!!!


It simply uses Linux cymbidiums enchanted bow shot.
=LINUX CYMBIDIUM SUB1                            
RunProc2(0,58,.2,100,0,0,0,0,0,0,0,0);  


                                                             
4. M_CIRCLE4.png                                        [0]          
=SF FullBurst
RunProc2(0,62,32,0,9,0,800,1,0,-50,0,0);
weaponpoint  texture  duration  clockwise/counter rotation width/size  Combination for m_cirle4.png  Load texture file  position on Xaxis(weaponpoint)

                                                                                                                         
Just replace the m_circle4.png with this
                                                                                             

=Linux Primula (sub3)    
RunProc2(0,62,.20,0,80,70,300,0,1,0,0,0);      
RunProc2(0,62,.20,0,80,-100,450,1,1,-20,0,0);      
RunProc2(0,62,.20,0,80,100,600,1,1,-40,0,0);

                                                       


=5. MAGIC.png         [0]
 RunProc2(0,62,32,0,9,0,800,0,1,-50,0,0);
weaponpoint  texture  duration  clockwise/counter rotation width/size  Combination for m_cirle4.png  Load texture file  position on Xaxis(weaponpoint)    

 
                                                                                                   
Just replace magic.png with this
                                                                                   


=Linux Primula (sub3)    
RunProc2(0,62,.20,0,80,70,300,0,1,0,0,0);
     


6. SHIELD EFFECT      
SE Type 1 (is usually the use of wing.png texture explained above).

SE Type 2  
=loads X file but has default weapon point/ output(weapon output is only at body_d.x and does have certain duration and all you need is the right 3d model shields). e.g.
RunProc2(0,36,0,300,3,800,2000,0,0,0,0 );
2000 is its duration time while
3 is its loadXfile number.

On its SPT file should be written
LoadXFile(0,ShieldEffect.x,1);
LoadXFile2(1,ShieldEffect2.x,ShieldEffect2_Hit.x,1);
LoadXFile(2,ShieldEffect3.x,1);

1 – you probably already have an idea on it right?
ShieldEffect2_hit.x –purposely meant to receive hits directly on the shield model used for loadxfiles.




Well if you don’t use this, the hits will be directly on  the mech’s body like this one.(image below)


=Linux Fenel sub1 (source:image above with sphere shield^)                                
RunProc2(0,62,  0,8, 1,150,600,1,0,0,0,0);
RunProc2(0,36,  0,300, 1,150,600,1,0,0,0,0);

SE type 3    [8]
RunProc2(0,62,  5,8,6,40,40,1,0,20,001,1);ExecScriptEveryTime(0);
weaponpoint  width texturecommand  duration  LoadXfile number

With pulsating effects    >>>>>>


SE type 3                    [7]
RunProc2(0,62,  5,7,6,40,40,1,2,20,001,1);ExecScriptEveryTime(0)
weaponpoint  texturecommand    LoadXfile number width Load texturefile,position of texture H/V on the model file  duration/has a rotating effect when larger number is used.
note: load texture file is loaded from texture folder in the game folder directory. check out texture values for reference.


Licorice’s Sword Wave(sub2)
Linux Licorice sword wave   (source)                  
RunProc2(,62, 5,7,5,50,36,4,4, 20,200,);


7. PARTICLE EFFECT    
PE type1  [6]
=Licorice pixie=
RunProc2(0,62,  5,6, @int[50],@int[51],15,10,15,0,0,0);
ExecScriptEverTime(0);
Or  
RunProc2(0,62,5,6,6,40,40,1,2,20,900,0);ExecScriptEveryTime(0);
where 5 is your WP, 6 is texture command,
40 is for the texture which is value of hinoko.png.
(i hope you can get a little something in here like, improvising?? )



PE type 2
=GN Particle Effect  by KANGI007                            
Runproc2(,34,,,1,2,3,,,,,);  
34=
Load X files 1 and 2
1  =produces a clockwise rotation(check out last image in this page).
2  =produces scatter effect needed for the particle effect(GN’s,Feather)                                        
3= is a probable disperse rate I guess, a little of importance though I don’t want to think about.
Note: 1. these command only has default weapon point like command proc 36.
         2. if you want to achieve only the scatter effect alone. Just make sure you have an UNLOADABLE loadxFile. On your spt, write this way.  
LoadXFile(0,fannel.x,0);
LoadXFile(1,halitosis,0);     -omit “.x” from the name of the file or simply don’t put any loadxfile model in            
                                                     the robo folder.
LoadXFile(2,GN.x,0);                                                

and hey! Give me a break, i didn’t tell you not to write anything at all ok

.


PE type  3      [10]  just follow my format ok?
RunProc2(0,62,  17,10,0 ,15,0,001,0,0);ExecScriptEveryTime(0);
17 = WP
10 =connecting command for particle effect
0 = loadxfile number(on spt,just follow fannel’s format)
15 = size of the particle
900 = mass


PE type 4               [5]
Usually used for drops(bullet shell drops, weapon drop)
RunProc2(0,62,  8,5, 0,10,0,0,0,0,0,0);
Weaponpoint, Texture command,loadXfile number size

(ZGMF-X10A Freedom throws off shield mid-air goes for twin saber attack)




8. Miscellaneous
=sable line effect=
This is useful with mechs using solely physical sword spears, lance etc.
RunProc2(1,55, 2,140,-1,30,120,0,0,0,0,25);
2   = weapon point
-1 = sable ( just have it this way
30 = sable line ( just check out texture values for reference)

The rest? Of course you know right  you have learned the basics didn’t ya?
                                   

=special Effect for charge final attack=
RunProc2(0,60,.00,1,4,20,4,  7,6,0,0,0);
weapon point


tremors/earthquake  [1]
RunProc2(0,62, 27,1, 1000,0,0,0,0,0,0,0);ExecScriptEveryTime(2);

Wind.png            [2]    
RunProc2(0,62,  21,2, 20,50,0,0,0,0,0,0);


Burner/2             [3]
RunProc2(0,62,  21,3, 90, 120,0,0,0,0,0,0);

Burner3/4
RunProc2(0,62,  21,3, 90, 120,1,0,0,0,0,0);

width radius
length
burner function


CREDITS PAGE

Credits:
>UKWXP GAME
>zhmwwl.ys.68.com for the tools
>Zeranto/Strife/Zeller/Asreal
>Damocles
>Mochikins/Black Revival/Ethreal
> Kirathrun
> Rbthai group(KangI00,Juztizze )
>3DG

I wish I can share much but sadly I can’t, too many are still to put into words and might take days or weeks for me to encode it... :)











" />
=More to come=
“to acquire something like a student, not like thief ;to teach like a preacher, not like a hypocrite”
“Learning by doing, enjoying while learning”
Cr0zzmehearT


Last edited by cr0zzmeheart on Wed Nov 20, 2013 6:52 am; edited 5 times in total

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Re: SFX-TEXTURE MOD GUIDE reference

Post by CometStrife on Wed Nov 06, 2013 1:29 am

Great guide!

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Re: SFX-TEXTURE MOD GUIDE reference

Post by Sankarea on Wed Nov 06, 2013 3:51 am

i read it,it is very great,especially like SE 3 Shield effect :)),thank you

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Re: SFX-TEXTURE MOD GUIDE reference

Post by cr0zzmeheart on Thu Nov 07, 2013 3:16 am

I wish i can post a readily readable output,but if i may have time i'l do it so there won't be a need to download it.

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TEXTURES Special Effects Command Guide
HOD EDITS


[i]SFX-TEXTURE MOD GUIDE REFERENCE[/i]

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Re: SFX-TEXTURE MOD GUIDE reference

Post by Zed Kazuma on Thu Nov 07, 2013 5:01 am

IT'S GREAT ! Thanks

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Re: SFX-TEXTURE MOD GUIDE reference

Post by cr0zzmeheart on Fri Nov 08, 2013 5:24 am

you're welcome.

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TEXTURES Special Effects Command Guide
HOD EDITS


[i]SFX-TEXTURE MOD GUIDE REFERENCE[/i]

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Re: SFX-TEXTURE MOD GUIDE reference

Post by Casval on Fri Nov 08, 2013 10:25 am

Oh this is a very big help. I was planning on making a new texture pack but was unsure of the values.
Thank you :3

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Re: SFX-TEXTURE MOD GUIDE reference

Post by cr0zzmeheart on Fri Nov 15, 2013 6:34 pm

if theres any one who may get this. i would like to request a space at least 3-5 vacant post right after the first post. as really the entire tutorial with the bbcodes wont fit.. thnx

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TEXTURES Special Effects Command Guide
HOD EDITS


[i]SFX-TEXTURE MOD GUIDE REFERENCE[/i]

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