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Sprite editing
July 29, 2010, 03:00:55 PM
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Star Trek Armada II: Fleet Operations
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Star Trek: Armada II (Patch Project)
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Modding
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Sprite editing
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Topic: Sprite editing (Read 744 times)
[EXC] 1337_64M3R
A modding obsessed person who is proud to be one.
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I have the imagination of a builder.
Sprite editing
«
on:
February 12, 2010, 07:20:03 PM »
how do I edit lights so that I could have custom strobes and all that? Or glows for ship engines?
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Adm. Zaxxon
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Commanding the starship of the Future.
Re: Sprite editing
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Reply #1 on:
February 12, 2010, 07:28:49 PM »
well, all that stuff is in the fleetops.spr file, but the glows and lights have to be referenced by hardpoint on a sod/overlaysod, so unless you can do that there isn't anything you can do but edit the ones already in the game
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Blade
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Re: Sprite editing
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Reply #2 on:
February 12, 2010, 07:31:23 PM »
there found in the fleetops.spr file just look for the entries for warpglowspriteblu6 (or summit like that
@sprite_node Warpglowspriteblue6 flare_glow_soft const (6,6) (0.06,0.06,0.12) billboard
@sprite_node = needed tells games its a sprite node (obvious)
Warpglowsprite6 = name of sprite
flare_glow_soft = texture reference name (fleetops tend to use the texture name for this but a2 dosent)
const = sprite effect (const means it stays on with no flicker)
(6,6) = glow size
(0.06,0.06,0.12) = glow colour in rgb format
billboard = makes the glows appear sphere (if not present then the glow will stay facing the direction of the node ideal for long nodes)
EDIT
to add/remove/repostition sprites on meshes ingame u will need to import the ship into a mesh editor. if you want to add sprites to ships with animation u can do this by making a blank sod with the sprites in the correct postition and use the overlaysod code to attach them (only works if u want to add sprites)
if you want the sprite to appear after the ship is built and not appear with the debris u need to place the node under the lights node on the mesh
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Last Edit: February 12, 2010, 07:34:55 PM by Blade
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