Technical question - Projectile debris.

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Taskman
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Post by Taskman »

I know you'll hate me when I'll have posted this question. :cool:

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I created an explosive projectile called "bre' Unor flaming missile weapon".


Collection: bre' Unor (v02)
Flight: missile weapon
Debris: No Sequence
Bounce: No Sequence


I'd like to have it leave some debris, like the "crater big" and "crater small" sequences from the "dwarf" collection, but I can't copy them directly, because it would conflict with the bre' Unor color table.

How can I port the "crater big" and "crater small" sequences from the dwarf collection to the bre' Unor collection, without having the colors all messed up?

:nocomment:
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GHOST®
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Post by GHOST® »

[color=DFC99B]
How can I port the "crater big" and "crater small" sequences from the dwarf collection to the bre' Unor collection, without having the colors all messed up?
Im assuming the Bre'Unor Color table has some balck and darker grays in it, if it does, then heres how Id do this.

Extract the Bre'Unor Color table, then extract the crater BMPs from the dorf collection. Open these BMPs in Photoshop, change them to RGB, then back to indexed. When it asks you how you want it indexed, select custom, locate and select the CT you extracted from the Bre'Unor, then save. Repeat for each BMP.

Of course you must have Amber, or else youd play hell trying to get those BMPs into the Bre'Unor collection, but the process should work the same, the key is to get the BMPs converted over to RGB, then re-index them using the extracted CT.

GL HF Die Well

::finds he doesnt hate taskman after that Q, wonders whats up with that!?:: ;op[/color]
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
lank
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Post by lank »

another solution that may or may not be less elegant is this:

create a new projectile that uses the dwarf collection and set it up to detonate immediately, have no sequence other than the crater for debris, etc.

go to the detonation projectile group (or make one) for your original projectile and place this new projectile in there. (no more and no less than one, with a probability of exactly 1 and created at a height of 0, none of the flags checked.)

whenever your bre'unor flaming missile weapon detonates it should drop this one, which will detonate immediately and stain the mesh.

ghost's method works just as well and makes the tag work more elegant than mine :) but you have to include a bigger tag than you would otherwise. it should also be noted, if you decide to go that way, that you should examine the dwarf's crater sequences and remember to copy the shadows for them out of the dwarf collection, place them in the bre'unor collection and attach them to the crater sequences correctly.
*toot*
Taskman
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Post by Taskman »

lank wrote:another solution that may or may not be less elegant is this:

create a new projectile that uses the dwarf collection and set it up to detonate immediately, have no sequence other than the crater for debris, etc.

go to the detonation projectile group (or make one) for your original projectile and place this new projectile in there. (no more and no less than one, with a probability of exactly 1 and created at a height of 0, none of the flags checked.)

whenever your bre'unor flaming missile weapon detonates it should drop this one, which will detonate immediately and stain the mesh.

ghost's method works just as well and makes the tag work more elegant than mine :) but you have to include a bigger tag than you would otherwise. it should also be noted, if you decide to go that way, that you should examine the dwarf's crater sequences and remember to copy the shadows for them out of the dwarf collection, place them in the bre'unor collection and attach them to the crater sequences correctly.
Hey! Hey! Hey!

I tried this myself (long time ago), but it didn't work. At least, not always. let's say, if the projectile explodes upon contact with earth, there is no problem, but if it explodes upon contact with a monster, it may take up to 2 seconds for the debris to appear.

probability of exactly 1 and created at a height of 0, none of the flags checked, changed gravity settings, projectile weight etc. and still didn't work.

I'll try Ghost's solutions. I use Amber of course. Played with almost any editor found on udogs' site.

:roll:
Graydon
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Post by Graydon »

Aye do it the way Ghost said....and if you want it to be PERFECT (have the debris look exactly like dorf ones are...rather than hax0ring the Breunor colour table) here's how you'd do it. Open your Bre collection and go Export Bitmap Palette (or something along those lines...going from memory here). This should export ALL the bitmaps into 1 single bitmap. Then as G said, export your individual debris bitmaps, or go into the dorf collection and find the debris sequence---->Export Sequence Palette (to get all bitmaps in that sequence exported).....then create a NEW document....copy over the 2 bitmap palettes in RGB colour mode....index it using the 3 invisible colours etc....save the colour table. Make the 2 bitmap palettes RGB and index with your 'Master Palette C-table'....then re-import the palettes into your Bre collection...replacing the former colour table. Doing it this way is slightly more complicated and takes a few extra steps, but makes sure it's using natural and adaptive colours for the table rather than searching for similar colours already in the breunor collection and haxoring the debris colours to fit that colour table. Good luck!
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Nick nitro
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Post by Nick nitro »

Just had a mess around in fear to see if i could help you out, this should work. copy the dwarf bottle lit projectile and rename it somthing like breunor explosive,
change all of the damage parameters and flags to match your breunor flaming weapon,also checking the detonates immediatley box. After that go back to the flaming weapon and set it to promote to breunor explosive with a 1.000 probability.You'll also have to add a projectile group with all the lil bits but thats the easy part.

Hope this helps!!
Taskman
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Post by Taskman »

I'm trying gh0st's way, but can't get shad0w an bitmaps a1igned with 1 pixe1 precisi0n! t00 bad!
Graydon
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Post by Graydon »

Doing it my way and 'replacing' the former sequence palettes and bitmap palettes will do just that...replace them. It will line up flawlessly, no re-align required.
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