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 Forum index » Modding Central » Tiberian Sun Editing Forum
railgun color
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gouki84
Vehicle Drone


Joined: 16 Mar 2012

PostPosted: Sun Sep 24, 2017 7:55 pm    Post subject:   railgun color Reply with quote

so can anyone tell me if i can Change the Color of the mammoth railgun or is it allways blue?

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sun Sep 24, 2017 8:35 pm    Post subject: Reply with quote

In your rules.ini:

[SmallRailgunPart]
BehavesLike=Railgun
MaxEC=70
ColorList=(200,200,200),(150,150,150)
ColorSpeed=.03
Velocity=.4

[LargeRailgunPart]
BehavesLike=Railgun
MaxEC=70
ColorList=(25,70,205),(150,150,150)
ColorSpeed=.009
Velocity=.3

I use a SHP file as railgun chord but I'm sure this is where you change the color

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 24, 2017 8:52 pm    Post subject: Reply with quote

SmallRailgunPart is used by the Ghost Stalker
LargeRailgunPart is used by MMKII only
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gouki84
Vehicle Drone


Joined: 16 Mar 2012

PostPosted: Sun Sep 24, 2017 11:30 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
SmallRailgunPart is used by the Ghost Stalker
LargeRailgunPart is used by MMKII only


thx man but there is no colorlist in my largerailgunpart btw i use twisted insurrection

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Sep 25, 2017 4:56 am    Post subject: Reply with quote

TI uses shp railgun for performance reasons instead of native engine railgun particles which lags terribly unlike ARES YR fixed version.

You can change the middle laser color easily in the system particle but else the shp would need to be changed to new colors which are provided by anim.pal so you can't literally use any color you wish if not in the palette.

Alternatively bring back the original railgun code if not mind the lag so you can use any color you wish and generally you should have mentioned right off the bat your editing TI which has several out of norm changes/besides spawner for performance to get more appropriate advice quicker, else everyone assumes stock TS.

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Tuc0
Cyborg Soldier


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Sep 25, 2017 3:05 pm    Post subject: Reply with quote

ApolloTD wrote:
TI uses shp railgun for performance reasons instead of native engine railgun particles which lags terribly unlike ARES YR fixed version.

Alternatively bring back the original railgun code if not mind the lag so you can use any color you wish and generally you should have mentioned right off the bat your editing TI which has several out of norm changes/besides spawner for performance to get more appropriate advice quicker, else everyone assumes stock TS.

I haven't experienced any lag for railguns. Does it heavily depend on number of units using railgun logic?

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gouki84
Vehicle Drone


Joined: 16 Mar 2012

PostPosted: Mon Sep 25, 2017 5:37 pm    Post subject: Reply with quote

ApolloTD wrote:
TI uses shp railgun for performance reasons instead of native engine railgun particles which lags terribly unlike ARES YR fixed version.

You can change the middle laser color easily in the system particle but else the shp would need to be changed to new colors which are provided by anim.pal so you can't literally use any color you wish if not in the palette.

Alternatively bring back the original railgun code if not mind the lag so you can use any color you wish and generally you should have mentioned right off the bat your editing TI which has several out of norm changes/besides spawner for performance to get more appropriate advice quicker, else everyone assumes stock TS.

thx for ur help iam really sorry i didnt told u right away
 Sad

its not that important i really like the blue Color too.

i appreciate ur help

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gouki84
Vehicle Drone


Joined: 16 Mar 2012

PostPosted: Sun Oct 01, 2017 12:10 am    Post subject: Reply with quote

ApolloTD wrote:
TI uses shp railgun for performance reasons instead of native engine railgun particles which lags terribly unlike ARES YR fixed version.

You can change the middle laser color easily in the system particle but else the shp would need to be changed to new colors which are provided by anim.pal so you can't literally use any color you wish if not in the palette.

Alternatively bring back the original railgun code if not mind the lag so you can use any color you wish and generally you should have mentioned right off the bat your editing TI which has several out of norm changes/besides spawner for performance to get more appropriate advice quicker, else everyone assumes stock TS.


u said i can bring back the old Code cna u maybe tell me how to do this?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Oct 01, 2017 6:22 am    Post subject: Reply with quote

Tuc0 wrote:

I haven't experienced any lag for railguns. Does it heavily depend on number of units using railgun logic?


Missed this, anyway as you guessed, number of units means always gradually more lag the more it has to draw and stock TS only has two build limited to 1 units using it so may not be as obvious.
Another factor is the ParticlesPerCoord=
the higher value, the worser lag, like setting it to full 1 is pretty drastic performance reduction, feel free experiment and observe firing multiple native railgun units at the ground and elsewhere look at some unit movement speed where you can also spot lag spikes.

gouki84 wrote:

u said i can bring back the old Code cna u maybe tell me how to do this?


Find these same sections and restore/change them to following for mmk2 railgun

[LargeRailgunSys]
HoldsWhat=LargeRailgunPart
BehavesLike=Railgun
SpiralRadius=15
ParticlesPerCoord=.15
SpiralDeltaPerCoord=.03
MovementPerturbationCoefficient=.4
PositionPerturbationCoefficient=30
VelocityPerturbationCoefficient=.6
Laser=yes
LaserColor=25,20,255

[LargeRailgunPart]
BehavesLike=Railgun
MaxEC=70
ColorList=(25,70,205),(150,150,150)
ColorSpeed=.009
Velocity=.3

Then you may adjust colorlist for your wanted colors or add more into the list too. Before you ask, the visual won't match the current TI one nor will it be able to precisely as would need too many particles.

For more of 'code' restorations, get the stock TS rules.ini to do that stuff, since TS is free download, it is easy get the stock files and TI was not made with this in mind to keep the original bloat code laying around for as convenient 'editing'

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Tuc0
Cyborg Soldier


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Sun Oct 01, 2017 4:17 pm    Post subject: Reply with quote

ApolloTD wrote:

Missed this, anyway as you guessed, number of units means always gradually more lag the more it has to draw and stock TS only has two build limited to 1 units using it so may not be as obvious.
Another factor is the ParticlesPerCoord=
the higher value, the worser lag, like setting it to full 1 is pretty drastic performance reduction, feel free experiment and observe firing multiple native railgun units at the ground and elsewhere look at some unit movement speed where you can also spot lag spikes.

Thanks for answer, I have only g. stalker and MKII's with build limit of 3 with railguns, so that's max 4 units. I have not changed anything from TS code except shorter duration tag. I am planing to change that behavior to something close to TS campaign cutscene where MKII destroys Nod base. I wonder if I could reduce projectile speed and retain trajectory damage behavior. I guess it's time to test those particle tags and see some results.

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gouki84
Vehicle Drone


Joined: 16 Mar 2012

PostPosted: Sun Oct 01, 2017 5:11 pm    Post subject: Reply with quote

ApolloTD wrote:
Tuc0 wrote:

I haven't experienced any lag for railguns. Does it heavily depend on number of units using railgun logic?


Missed this, anyway as you guessed, number of units means always gradually more lag the more it has to draw and stock TS only has two build limited to 1 units using it so may not be as obvious.
Another factor is the ParticlesPerCoord=
the higher value, the worser lag, like setting it to full 1 is pretty drastic performance reduction, feel free experiment and observe firing multiple native railgun units at the ground and elsewhere look at some unit movement speed where you can also spot lag spikes.

gouki84 wrote:

u said i can bring back the old Code cna u maybe tell me how to do this?


Find these same sections and restore/change them to following for mmk2 railgun

[LargeRailgunSys]
HoldsWhat=LargeRailgunPart
BehavesLike=Railgun
SpiralRadius=15
ParticlesPerCoord=.15
SpiralDeltaPerCoord=.03
MovementPerturbationCoefficient=.4
PositionPerturbationCoefficient=30
VelocityPerturbationCoefficient=.6
Laser=yes
LaserColor=25,20,255

[LargeRailgunPart]
BehavesLike=Railgun
MaxEC=70
ColorList=(25,70,205),(150,150,150)
ColorSpeed=.009
Velocity=.3

Then you may adjust colorlist for your wanted colors or add more into the list too. Before you ask, the visual won't match the current TI one nor will it be able to precisely as would need too many particles.

For more of 'code' restorations, get the stock TS rules.ini to do that stuff, since TS is free download, it is easy get the stock files and TI was not made with this in mind to keep the original bloat code laying around for as convenient 'editing'


wow thanks for this man it worked now i have my Color i wanted i really thank u Smile

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