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Full Weapon Skin

Posted: Thu Dec 18, 2014 9:57 pm
by DiceRolla
sooo I did finish off all the weapon skins after bodean figured out how to do it with the ini, I actually had all ready skinned everything just had no idea how to implement it soooo here it is

http://tribesrevengeance.com/dicerolla/ ... UPDate.zip

Re: Full Weapon Skin

Posted: Thu Dec 18, 2014 11:12 pm
by Cobra
I absolutely love that cg trail :p

Re: Full Weapon Skin

Posted: Fri Dec 19, 2014 1:02 am
by OakTribes
Awesome stuff! Looks very Tron-like.
It is worth mentioning for those that don't know that you have to type "exec Dice.ini" in the console to activate this.

Also the cg bullet does go perfectly with the cg hit effect here: http://forum.tribesrevengeance.com/view ... ?f=9&t=189
(Not to try and shamelessly self-promote)
(Maybe a little bit)

Re: Full Weapon Skin

Posted: Fri Dec 19, 2014 6:51 pm
by DiceRolla
umm another thing to mention is you need to edit the visual effects ini, this is a pre prepared one based on my own liking https://www.facebook.com/download/41215 ... ontent.zip thanks soo much to bodean for without him none of this would have been possible

this visual effects ini has changed the GL trail the buckler trail and the cg trail...supposedly the blaster but it dosen't work so whatever lmao I'm done playing with it

what did you guys think about the sniper bolt, I thought that was pretty awesome myself

Re: Full Weapon Skin

Posted: Fri Dec 19, 2014 10:46 pm
by OakTribes
Ooh, gonna check this out now.
The blaster by default doesn't have any trail information in VisualEffects you have to add a bunch of code for it to work (though a premade blaster trail does exist...)
As far as I know the cg also doesn't accept any trail at all, even with the above method. The only way you can change the projectile is to directly modify the bullet, so there is still the potential of making a bullet+trail that way, I dunno about that stuff though.
The sniper looks fucking awesome :) So does the rest.

Here's a fixed visualeffects with the blaster working:
http://www.filedropper.com/visualeffects

Re: Full Weapon Skin

Posted: Fri Dec 19, 2014 11:32 pm
by DiceRolla
I guess I'm not looking for trails, I'm looking to skin the projectile...lol I should have been more clear on that



[BlasterProjectile_trail]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification''
AttachToSource=True
MaterialType=MVT_Default
EffectClass=class'BoDeansFX.AquaBlasterTracer'

thats the line I have in for the blaster (the last line is the editied one)

I was just shooting for a blue bullet for the CG.

Re: Full Weapon Skin

Posted: Fri Dec 19, 2014 11:43 pm
by OakTribes
That's alright, some terminology is confusing :p If there was a way to make a proper trail for cg it would be awesome though, been looking for ways to do it for ages.
If you're curious about the blaster thing, look in the thread I referenced earlier in this thread, under 'Scattershot' Blaster it shows how to add trails for blasters.

Re: Full Weapon Skin

Posted: Tue Mar 31, 2015 3:17 am
by DiceRolla
hey oak do you still have that visual effects ini? ooor can you paste me the lines I never grabbed it lol and I still want the blue blaster rounds

Re: Full Weapon Skin

Posted: Tue Mar 31, 2015 4:45 am
by OakTribes
DiceRolla wrote:hey oak do you still have that visual effects ini? ooor can you paste me the lines I never grabbed it lol and I still want the blue blaster rounds
Sure thing, here ya go:
http://www.filedropper.com/visualeffects

This is the process for adding it manually, incase you need it in future:
1.) In VisualEffects.ini search for: EventResponse=BlasterProjectileHit
Directly below that line of text, paste this:
  • EventResponse=BlasterProjectileAlive
2.) Then search for [BlasterProjectileHit]
Leave 1 space, then below the found block of text, paste this:
  • [BlasterProjectileAlive]
    Event=Alive
    SourceClassName=BlasterProjectile
    Chance=100
    Specification=(SpecificationType=BlasterProjectileTrail,SpecificationClass=Class'IGVisualEffectsSubsystem.VisualEffectSpecification')
3.) Then search for [BlasterHit]
Leave 1 space, then below the found block of text, paste this:
  • [BlasterProjectileTrail]
    ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'
    AttachToSource=True
    LocationOffset=(X=,Y=,Z=0)
    MaterialType=MVT_Default
    EffectClass=class'BoDeansFX.AquaBlasterTracer'