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Old 10-18-06, 02:19 PM   #1
danlisa
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Lightning Flash Effect

I'm currently re-doing the lightning TGA's, adding a few extra branches etc to make it more dramatic when in a storm.

I am trying to find the file that governs the amount of light given off by each bolt, with no luck. I want to achieve a bigger flash when lightning strikes.

Is it just determined by the effect in the TGA or is it somewhere else.

Does anyone know?
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Old 10-18-06, 03:09 PM   #2
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Quote:
Originally Posted by danlisa
I'm currently re-doing the lightning TGA's, adding a few extra branches etc to make it more dramatic when in a storm.

I am trying to find the file that governs the amount of light given off by each bolt, with no luck. I want to achieve a bigger flash when lightning strikes.

Is it just determined by the effect in the TGA or is it somewhere else.

Does anyone know?
material.dat
particlies.dat
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Old 10-18-06, 03:14 PM   #3
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Quote:
Originally Posted by danlisa
I'm currently re-doing the lightning TGA's, adding a few extra branches etc to make it more dramatic when in a storm.

I am trying to find the file that governs the amount of light given off by each bolt, with no luck. I want to achieve a bigger flash when lightning strikes.

Is it just determined by the effect in the TGA or is it somewhere else.

Does anyone know?
Hi Danlisa I don't have a clue but, i hope you figure it out. I like hunting at nite during a bad storm. With bright lighting flash the merchant lookout will be to busy trying not to get ZAPPED standing on giant lighting rod " all those masts". to see me and my fish coming at him. His first and last mistake. When you get this figured out i'll be first to dl. Good Hunting
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Old 10-18-06, 03:23 PM   #4
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@ Anvart

Thank you for getting me on track
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Old 10-18-06, 07:50 PM   #5
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When this mod is done be sure you keep the watch crew below. Or someone might end up being renamed Sparky.

Sounds like another good mod Dan, can't wait for the "new" lightshow. Can you make it JSGME compatable too?
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Old 10-19-06, 07:49 AM   #6
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@ GT182 - It will be JSGME compatable.

To all, do I need to look into the scene.dat at all to accomplish what I'm after.

I'm thinking along the lines of patrolling in heavy fog/low visablity and not actually seeing the BOLT of lightning but knowing it's there because the fog/clouds become illuminated.
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Old 10-19-06, 02:12 PM   #7
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Ok, I need help I've opened the particles.dat in Mini-tweaker but can't figure out which entry relates to brightness.

This is what I have...
ParticleGenerator
IsDensityModifierActive
EmissionArea
LifeTime
NoDeleteChildren
RunMode
Transparent
DepthBias
LocalWind
GlobalWind
LifeScale
DensityScale
VelocityScale
WeightScale
SizeScale
BitmapParticles

I'm guessing that 'EmissionArea' is the right one, but I am totally stuck on what value to enter. It is current 0.

I also have..
unnamed effect
Report
Object
Alignement
Direction
MaxParticles
Life
Rate
RateVariation
SpeedDirection
Velocity
VelocityVariation
Weight
WeightVariation
InitialRot
SpinAxis
SpinAngle
SpinAngleVariation
WindCoef
InertiaCoef

Not sure on most of these.

On the bright side the TGA's are finished, I just want to figure out the brightness of the bolt.

Any help please
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Old 10-20-06, 09:44 AM   #8
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Sorry I can't help, but would like to put in my 2 cents! I thought the original was too wide & would like to have seen more of a single bolt with possably only a few runners, as I said just a thought, Is it possable to post a preview of what you have so we can comment on your choices? only if this is ok to you though.
Cheers, & don't give up, I'm watching this thread in anticipation of a release!
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Old 10-21-06, 04:30 PM   #9
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"Give me a BUMP Vasily, one BUMP only"

Enough of that. I have spent hours today trying to attribute a flash effect to the lightning strikes, with no luck.

I have mananged, as a side effect of testing, to make lightning strikes last a little longer and give a flicker/multiple strike effect.

As I could not attribute a flash of light to the strike, I thought about a workaround and this led me to investigate the fog settings/tga. I was thinking that as lightning only strikes in SH3 when you have medium/heavy fog etc, that I could edit the Fog.tga file and incorporate my 'flash' in there. I would leave the fog.tga as is but replace the 4 x lightning.tga, maybe 2 new bolts & 2 as flash effect fog. This would give the appearance of a lightning strike in the distance.

Good thinking I thought......until I opened the fog.tga. It's bloody blank no detail in it at all.

This is driving me insane. I hate to think what GW/NYGM modders go through.(I have new found appreciation )

I really need some explaination regarding this matter, either attributing light to a bolt of lightning or editing the fog.tga.(note I did try replacing fog.tga with a cloud render with no luck). I know SH3 uses colours in a weird way but I can't find anything specific to this problem in the forum.

I may not be able to achieve what I set out to do but at the end of this, I will have new lightning graphics and a more realistic (in my opinion) strike setting.

If anyone can help, please do.

Edit @ Reece

If I can't get this to work, then I will post the new Lightning bolts. I have taken into account what you said and have actually made 2 with your suggestions and 2 with more 'exotic' effects.(SH3 uses each randomly from what I can tell)
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Old 10-21-06, 08:29 PM   #10
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Yes I hope someone reading this thread will offer some help/advise here, I think this mod idea has merit & would love to see a version released, but at the same time it's not worth spending (or wasting) more time on it if this problem can't be resolved, I keep my toes & fingers crossed.
Thanks.
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Old 10-21-06, 11:09 PM   #11
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Ahh I wish I could help but I know nothing off that part
Its a great idea though and I wish you well
Someone must be able to help in some way
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Old 10-22-06, 12:22 PM   #12
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Quote:
Originally Posted by danlisa
Ok, I need help I've opened the particles.dat in Mini-tweaker but can't figure out which entry relates to brightness.

This is what I have...
ParticleGenerator
IsDensityModifierActive...
Hi, Danlisa.
Whether you have enough forces for this tough job?
:hmm:
Compare adjustment of particles generators of some objects:
Light_House_flare (Harbor_kit.dat) and, for example, Halo_1 (NSS_Uboat7_CR.dat),
lightning_omni01 (lightning_system01 of materials.dat), @lightning01 (particlies.dat),
and you will see that you interests.


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Last edited by Anvart; 10-22-06 at 12:25 PM.
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