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Blaster Pistol GFX Effects


Go to solution Solved by AshuraDX,

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Posted

Can you be a little more specific? If by gfx you mean the images for the particle effects, they're in the gfx folder of assets0. If you're looking for the effects files themselves, they're in the effects folder of assets0.

Posted

One thing I would recomend is to extract all the assets files into your base folder, in the exact order they are named. You will be asked to replace some files, so go ahead. Then rename all your assets files to .bak just in case. Now you can reverse engineer or replace the original assets with yours.

  • Solution
Posted

Okay but for the blaster pistol, what files do I change the blaster bolts? I looked in assets and know where they are but can't find them

 

it uses these textures:

 

gfx/effects/bryar_frontflash.jpg

gfx/effects/bryarsideflash.jpg

 

or if you want the .efx files referencing these:

 

effects/bryar/shot.efx

effects/bryar/crackleshot.efx

effects/bryar/muzzle_flash.efx

effects/bryar/altmuzzle_flash.efx

 

hope this helps :winkthumb:

 

The Blaster Pistol in JKA shares the same effects as the Bryar from JK2 and functions the same, it's essentially a model swap.

JAWSFreelao likes this
Posted

it uses these textures:

 

gfx/effects/bryar_frontflash.jpg

gfx/effects/bryarsideflash.jpg

 

or if you want the .efx files referencing these:

 

effects/bryar/shot.efx

effects/bryar/crackleshot.efx

effects/bryar/muzzle_flash.efx

effects/bryar/altmuzzle_flash.efx

 

hope this helps :winkthumb:

I love you

Also do i need to rename them or just put them onto the PK3 gfx/effects folder?

Posted

I love you

Also do i need to rename them or just put them onto the PK3 gfx/effects folder?

just put them in your .pk3 and make sure that your .pk3 is loaded after assets1.pk3

 

Do not rename the files if you want to overwrite the existing effects.

 

EDIT:

a word of warning: the same effects are used by plenty of non-humanoid NPC weapons (probe droid and sentry droid blasters for example).

JAWSFreelao likes this
Posted

just put them in your .pk3 and make sure that your .pk3 is loaded after assets1.pk3

 

Side flash works, the color of the bolts being shot does not change however

Posted

Is there any easier way to guess what RGB values to type in or am I going in blind?

RGB = Red Green Blue

 

The higher the first number is, the more red it will contain, 2nd number will be how much green, etc.

 

I'm not sure how the EFX file works, but I'm fairly certain the first 3 decimel numbers correspond with those colors. Not sure what the other numbers are. Been awhile since I've messed with that. 

 

@@JAWSFreelao you could also try to find a mod or file in the game that has a similar color you want. For example, the E-11 effects are red already. The bowcaster effects are green. For blue you could look at @@AshuraDX's clone blaster.

 

https://jkhub.org/files/file/2893-ashuras-dc-15s-blaster-carbine/

JAWSFreelao likes this
Posted

Okay my lame ass decided to try to make the easy way so instead of trying to mess with the RGB I turned it off and messed with a new WhiteGlow texture that's inside the PK3. Might cause complications during gameplay but as of yet I have found none.

It worked, thank you guys for explaining this. The pistol is very complex it would seem!

Posted

Okay my lame ass decided to try to make the easy way so instead of trying to mess with the RGB I turned it off and messed with a new WhiteGlow texture that's inside the PK3. Might cause complications during gameplay but as of yet I have found none.

It worked, thank you guys for explaining this. The pistol is very complex it would seem!

did you replace the white glow texture path in the effect or did you replace the whiteglow texture itself? The latter is not recommended as this file is used for allmost all weapon effects.

JAWSFreelao likes this
Posted

There's one more texture that you forgot about @@AshuraDX, and that would be bryar_blob.tga, that would be the texture used in the shot.efx.

Ah, that may be. It should be used for the projectile front.

 

EDIT: @@Droidy365 this texture seems to be a leftover from JK2

it's not used in any of the .efx files

Posted

@@Droidy365 this texture seems to be a leftover from JK2

it's not used in any of the .efx files

Are you sure it's unused? This is effects/bryar/shot.efx:

 

 

repeatDelay 300

 

Line

{

name Core

 

flags useAlpha

 

life 10

 

origin 8 0 0

 

origin2 -80 0 0

 

alpha

{

start 0.6 0.7

}

 

shaders

[

gfx/effects/bryar_blob

]

}

 

Line

{

name Glow

 

life 10

 

origin 16 0 0

 

origin2 -90 0 0

 

rgb

{

start 0.8 0.6 0 0.9 0.7 0.2

}

 

alpha

{

start 0.8 1

}

 

size

{

start 2 2.5

}

 

shaders

[

gfx/effects/whiteGlow

]

}

 

Particle

{

name Filler

 

life 10

 

origin -8 0 0

 

rgb

{

start 0.8 0.6 0 0.9 0.7 0.2

}

 

size

{

start 1.6 1.8

}

 

shaders

[

gfx/effects/whiteGlow

]

}

 

 

 

AshuraDX likes this
Posted

Are you sure it's unused? This is effects/bryar/shot.efx:

 

 

repeatDelay 300

 

Line

{

name Core

 

flags useAlpha

 

life 10

 

origin 8 0 0

 

origin2 -80 0 0

 

alpha

{

start 0.6 0.7

}

 

shaders

[

gfx/effects/bryar_blob

]

}

 

Line

{

name Glow

 

life 10

 

origin 16 0 0

 

origin2 -90 0 0

 

rgb

{

start 0.8 0.6 0 0.9 0.7 0.2

}

 

alpha

{

start 0.8 1

}

 

size

{

start 2 2.5

}

 

shaders

[

gfx/effects/whiteGlow

]

}

 

Particle

{

name Filler

 

life 10

 

origin -8 0 0

 

rgb

{

start 0.8 0.6 0 0.9 0.7 0.2

}

 

size

{

start 1.6 1.8

}

 

shaders

[

gfx/effects/whiteGlow

]

}

 

 

 

Huh. I must have overlooked that. I just looked through all the .efx files and did not find that.

 

Maybe the files in my extracted Folder are not the base ones.

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