Adding Flag Trails

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DiceRolla
Posts: 231
Joined: Sun Aug 03, 2014 11:10 pm

Adding Flag Trails

Post by DiceRolla » Tue Dec 15, 2015 5:11 pm

alright so I got the trails to work, heres what you do

install BodeansFX

enter the word Flag into the "find" feature of notepad and locate these lines

EventResponse=CaptureFlagBeagleIdling
EventResponse=CaptureFlagPhoenixIdling
EventResponse=CaptureFlagImperialIdling

directly below them add

EventResponse=CaptureFlagBeagleAlive
EventResponse=CaptureFlagPhoenixAlive
EventResponse=CaptureFlagImperialAlive

so they look like

Code: Select all

EventResponse=CaptureFlagBeagleIdling
EventResponse=CaptureFlagPhoenixIdling
EventResponse=CaptureFlagImperialIdling
EventResponse=CaptureFlagBeagleAlive
EventResponse=CaptureFlagPhoenixAlive
EventResponse=CaptureFlagImperialAlive
Next locate the blocks that look like


[CaptureFlagBeagleIdling]
Event=Idling
SourceClassName=CaptureFlagBeagle
Chance=100
Specification=(SpecificationType=SmokeBeagle_Flag,SpecificationClass=Class'IGVisualEffectsSubsystem.VisualEffectSpecification')

then under them add these

[CaptureFlagBeagleAlive]
Event=Alive
SourceClassName=CaptureFlagBeagle
Chance=100
Specification=(SpecificationType=CaptureFlagBeagleTrail,SpecificationClass=Class'IGVisualEffectsSubsystem.VisualEffectSpecification')

[CaptureFlagPhoenixAlive]
Event=Alive
SourceClassName=CaptureFlagPhoenix
Chance=100
Specification=(SpecificationType=CaptureFlagPhoenixTrail,SpecificationClass=Class'IGVisualEffectsSubsystem.VisualEffectSpecification')

[CaptureFlagImperialAlive]
Event=Alive
SourceClassName=CaptureFlagImperial
Chance=100
Specification=(SpecificationType=CaptureFlagImperialTrail,SpecificationClass=Class'IGVisualEffectsSubsystem.VisualEffectSpecification')

so the block looks like

Code: Select all

[CaptureFlagBeagleIdling]
Event=Idling
SourceClassName=CaptureFlagBeagle
Chance=100
Specification=(SpecificationType=SmokeBeagle_Flag,SpecificationClass=Class'IGVisualEffectsSubsystem.VisualEffectSpecification')

[CaptureFlagPhoenixIdling]
Event=Idling
SourceClassName=CaptureFlagPhoenix
Chance=100
Specification=(SpecificationType=PhoenixSmoke_Flag,SpecificationClass=Class'IGVisualEffectsSubsystem.VisualEffectSpecification')

[CaptureFlagImperialIdling]
Event=Idling
SourceClassName=CaptureFlagImperial
Chance=100
Specification=(SpecificationType=ImperialSmoke_Flag,SpecificationClass=Class'IGVisualEffectsSubsystem.VisualEffectSpecification')

[CaptureFlagBeagleAlive]
Event=Alive
SourceClassName=CaptureFlagBeagle
Chance=100
Specification=(SpecificationType=CaptureFlagBeagleTrail,SpecificationClass=Class'IGVisualEffectsSubsystem.VisualEffectSpecification')

[CaptureFlagPhoenixAlive]
Event=Alive
SourceClassName=CaptureFlagPhoenix
Chance=100
Specification=(SpecificationType=CaptureFlagPhoenixTrail,SpecificationClass=Class'IGVisualEffectsSubsystem.VisualEffectSpecification')

[CaptureFlagImperialAlive]
Event=Alive
SourceClassName=CaptureFlagImperial
Chance=100
Specification=(SpecificationType=CaptureFlagImperialTrail,SpecificationClass=Class'IGVisualEffectsSubsystem.VisualEffectSpecification')

then go find


[RibbonBeagle_Flag]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'
AttachToSource=True
AttachmentBone=FlagFX
LocationOffset=(X=,Y=,Z=0)
MaterialType=MVT_Default
EffectClass=class'FX.FX_BeagleRibbon_Flag'

and add under it

[CaptureFlagBeagleTrail]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'
AttachToSource=True

LocationOffset=(X=,Y=,Z=0)
MaterialType=MVT_Default
EffectClass=class'BoDeansFX.BlackMortarTrail'

[CaptureFlagPhoenixTrail]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'
AttachToSource=True
LocationOffset=(X=,Y=,Z=0)
MaterialType=MVT_Default
EffectClass=class'BoDeansFX.BlackMortarTrail'

[CaptureFlagImperialTrail]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'
AttachToSource=True
LocationOffset=(X=,Y=,Z=0)
MaterialType=MVT_Default
EffectClass=class'BoDeansFX.BlackMortarTrail'

to look like

Code: Select all

[PhoenixRibbon_Flag]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'
AttachToSource=True
AttachmentBone=FlagFX
LocationOffset=(X=,Y=,Z=0)
MaterialType=MVT_Default
EffectClass=class'FX.FX_PhoenixRibbon_Flag'

[ImperialRibbon_Flag]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'
AttachToSource=True
AttachmentBone=FlagFX
LocationOffset=(X=,Y=,Z=0)
MaterialType=MVT_Default
EffectClass=Class'fx.FX_ImperialRibbon_Flag'

[RibbonBeagle_Flag]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'
AttachToSource=True
AttachmentBone=FlagFX
LocationOffset=(X=,Y=,Z=0)
MaterialType=MVT_Default
EffectClass=class'FX.FX_BeagleRibbon_Flag'

[CaptureFlagBeagleTrail]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'
AttachToSource=True
AttachmentBone=FlagFXsmoke
LocationOffset=(X=,Y=,Z=0)
MaterialType=MVT_Default
EffectClass=class'BoDeansFX.BlackMortarTrail'

[CaptureFlagPhoenixTrail]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'
AttachToSource=True
AttachmentBone=FlagFXsmoke
LocationOffset=(X=,Y=,Z=0)
MaterialType=MVT_Default
EffectClass=class'BoDeansFX.BlackMortarTrail'

[CaptureFlagImperialTrail]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'
AttachToSource=True
AttachmentBone=FlagFXsmoke
LocationOffset=(X=,Y=,Z=0)
MaterialType=MVT_Default
EffectClass=class'BoDeansFX.BlackMortarTrail'

and they will have the black mortar trails on them while thrown. Now the "LocationOffset=(X=,Y=,Z=0)" can be played with to change where they come from right now with what is explained above they will emintate from the center of the pole not the top like the smoke. I suggest going to the smoke block, and robbing those offset values if this bothers you. it's just an x 15 value.

you may also want to use this "AttachmentBone=FlagFX" that should have some effect on the placement of the ribbon. however it may not diasappear when the flag stops moving (theory not tested)

now you could go and assign bodeansfx.bluemoratr to imperail, yellow for phx and red for be if you so choose.

I havn't gotten to try these with other players yet but I imagine that it's fine and it's easy enough to go back find these and delete them if you would like.

also if anyone can help me figure out how to skin the blaster projectile that would be greatly apprichiated I'm still not sure whats going on with that I am having serious difficulty with it.

you may also notice that there is allready a built in "ribbon" fx emitter class in the visual effects ini, it's basically the colored jets we all get with default installer on the players whiee flying. you can use FX.FX_PhoenixRibbon_Flag these as well once you've added the "alive" event, OR you can strait up replace these lines "EffectClass=class'FX.FX_BeagleSmoke_Flag'" under all three teams for me I have to do this to both


[SmokeBeagle_Flag]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification''
AttachToSource=True
AttachmentBone=FlagFXsmoke
LocationOffset=(X=15,Y=,Z=)
MaterialType=MVT_Default
EffectClass=class'FX.FX_BeagleSmoke_Flag'

and

[MPFlagBeagle]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification''
AttachToSource=True
AttachmentBone=FlagFX
MaterialType=MVT_Default
EffectClass=class'FX.FX_BeagleSmoke_Flag'

according to some testing by skeptic he only has to replace the top on to get it working.

Edited to include the "AttachmentBone=FlagFXsmoke" portion to correct some funnyness I experienced while testing
Last edited by DiceRolla on Thu Dec 17, 2015 1:07 am, edited 1 time in total.

DiceRolla
Posts: 231
Joined: Sun Aug 03, 2014 11:10 pm

Re: Adding Flag Trails

Post by DiceRolla » Tue Dec 15, 2015 5:21 pm

Image

Image

Image

Skeptic
Posts: 24
Joined: Mon Nov 23, 2015 3:49 am

Re: Adding Flag Trails

Post by Skeptic » Wed Dec 16, 2015 1:12 pm

Just to clarify, both the FlagFX and FlagFXsmoke aliases are attached to the root bone of the flag's skeletal mesh, that point is right on the flag pole in the exact middle point of the flag. The offset controls distance from this location. The y=15 offset on the smoke raises the emitter up 15 units so that it emits from the top.

DiceRolla
Posts: 231
Joined: Sun Aug 03, 2014 11:10 pm

Re: Adding Flag Trails

Post by DiceRolla » Wed Dec 16, 2015 3:24 pm

Skeptic wrote:Just to clarify, both the FlagFX and FlagFXsmoke aliases are attached to the root bone of the flag's skeletal mesh, that point is right on the flag pole in the exact middle point of the flag. The offset controls distance from this location. The y=15 offset on the smoke raises the emitter up 15 units so that it emits from the top.
I will have to play with that shortly, have you attempted this method? I think I will be online testing it this evening

Skeptic
Posts: 24
Joined: Mon Nov 23, 2015 3:49 am

Re: Adding Flag Trails

Post by Skeptic » Wed Dec 16, 2015 10:25 pm

It isn't a method, I'm just pointing out where those origins are. Just to show you how everything is connected:

Image

Image
[SmokeBeagle_Flag]
ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification''
AttachToSource=True
AttachmentBone=FlagFXsmoke
LocationOffset=(X=15,Y=,Z=)
MaterialType=MVT_Default
EffectClass=class'FX.FX_BeagleSmoke_Flag'

DiceRolla
Posts: 231
Joined: Sun Aug 03, 2014 11:10 pm

Re: Adding Flag Trails

Post by DiceRolla » Thu Dec 17, 2015 12:41 am

interesting the MPFlag stuff in the visual effects ini is'n't just extra stuff it's actually a short flag.

found in the static mesh browser after opening game objects classes (dunno if thats a must but it's what I did)


and where did you find that menu in the editor on the flag properties?

Skeptic
Posts: 24
Joined: Mon Nov 23, 2015 3:49 am

Re: Adding Flag Trails

Post by Skeptic » Thu Dec 17, 2015 12:54 am

Animation browser, the flag skeletal mesh is in Art\MPGameObjects.pkg

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