<div class="IPBDescription">haha bet u never thought of that did ya?</div> hello ive started to make a res node(and maybe tower) for my latest project. Is it possible to change the colour of the gas comin out of it?
hmm only thing about this thign is that it is a bit plain... all ive got is a weird rounded trapezium with a crater in the middle. can sum1 giv me an idea which wud improve it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Actually I thought about it. And I was even going to request it, but now I wont. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I believe it'll turn out good <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--QuoteBegin--Ollj+May 19 2003, 03:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ May 19 2003, 03:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If its a HL sprite it wont be. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> it is possible! if it is a HL sprite just copy the replacement into your c:\HL\valve\sprites and it should work, HL gives normal files more priority than to those from the .pak
FamDiaper-Wearing Dog On A BallJoin Date: 2002-02-17Member: 222Members, NS1 Playtester, Contributor
<!--QuoteBegin--coolcookiecooks+May 19 2003, 03:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coolcookiecooks @ May 19 2003, 03:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hello ive started to make a res node(and maybe tower) for my latest project. Is it possible to change the colour of the gas comin out of it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It is possible, you will need to edit flare3.spr.
For everyone else, as a little exercise, take a look at ns.ps in the NS directory.
<!--QuoteBegin--Fam+May 19 2003, 04:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fam @ May 19 2003, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Probably. I have not tried changing this file at all yet. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Suck it and see: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=32568' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=32568</a>
yea so on some ns maps where they have those gas things that trigger when u walk near it which scares me *poo* less it will be green <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
FamDiaper-Wearing Dog On A BallJoin Date: 2002-02-17Member: 222Members, NS1 Playtester, Contributor
<!--QuoteBegin--coil+May 20 2003, 03:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ May 20 2003, 03:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just keep in mind that if you change flare3.spr, any map that uses flare3 for another particle effect will also be affected. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Unless you change the ns.ps file to associate Resource emmisions your new sprite. Tadaa.
uh ok i dont understand any of this coz i aint a sprite kinda guy coz they are confusin <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
ns.ps tells NS what sprite to use for which effect. I don't know how it works, but somewhere in it, there's a line that says "use flare3.spr for the resource nozzle effect." If you changed that to "use vespene.spr for resource nozzles," you could make a new, greenish vespene sprite, and NS would display that instead.
A quick caveat: Resource nozzles are symmetrical. resource towers orient *randomly* around that symmetrical axis - they always look aligned, because they always line up with the nozzle's axis of symmetry. If you make a vespene geyser and a refinery/assimilator/extractor, I would suggest that the geyser NOT resemble the assymetrical SC geyser. If it does, then the model will fail to align to it properly, sometimes being rotationally off.
You would probably then want to do a smoke stack type res node and a spiky one for aliens. I'd think sine they will be electrified in 1.1 you should incorporate something with that. Mind you i like the originals and dont feel the need to change. Oh and another idea. If you did something like a smoke stack you should have the start animation like a telescopic thing so it telescopes out from a base, might be cool.
Sorry to bump this, but it's better than making a new topic.
Editing ns.ps doesn't work, it turns out. The picture attached is how things look in a LAN game created on my computer, and it takes the particle information from <i>my</i> ns.ps. When playing on any other server though, the particle effects are default, which no doubt means that ns.ps is a server file, not a client one.
edit: and no, I'm not releasing that phase gate, because it's a conversion of a Q3 jump pad and the maker never got back to me about permission.
edit #2: of course, there's no reason you can't change the sprites used in the particle effects, you just can't instruct it to look for different ones like coil suggested above.
<!--QuoteBegin--coolcookiecooks+May 19 2003, 09:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coolcookiecooks @ May 19 2003, 09:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm only thing about this thign is that it is a bit plain... all ive got is a weird rounded trapezium with a crater in the middle. can sum1 giv me an idea which wud improve it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Make the new Resource Nod a big geyser, a medium sized one, and a small one. Make them all in a trianle shape.
a fricking dirt made gyser, with all due respect, is a little bit out of place on a starship. I think that they'd have some sort of metal casing arond it? hell, it probably wouldn't even be leaking like the default. just have some gasses floating around behind the glass of the enclosed nozzle to be released when the thing is accessed by a rt. ... bleh. my two cents. ... HINT HINT: that idea could be used as a nozzle replacement idea.
Comments
If its a HL sprite it wont be.
I have been thinking about this to for some time, I like seeing someone accually doing something about it.
How long till we can get a pic?
I believe it'll turn out good <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
it is possible! if it is a HL sprite just copy the replacement into your c:\HL\valve\sprites and it should work, HL gives normal files more priority than to those from the .pak
It is possible, you will need to edit flare3.spr.
For everyone else, as a little exercise, take a look at ns.ps in the NS directory.
Suck it and see: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=32568' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=32568</a>
Unless you change the ns.ps file to associate Resource emmisions your new sprite. Tadaa.
A quick caveat: Resource nozzles are symmetrical. resource towers orient *randomly* around that symmetrical axis - they always look aligned, because they always line up with the nozzle's axis of symmetry. If you make a vespene geyser and a refinery/assimilator/extractor, I would suggest that the geyser NOT resemble the assymetrical SC geyser. If it does, then the model will fail to align to it properly, sometimes being rotationally off.
Editing ns.ps doesn't work, it turns out. The picture attached is how things look in a LAN game created on my computer, and it takes the particle information from <i>my</i> ns.ps. When playing on any other server though, the particle effects are default, which no doubt means that ns.ps is a server file, not a client one.
edit: and no, I'm not releasing that phase gate, because it's a conversion of a Q3 jump pad and the maker never got back to me about permission.
edit #2: of course, there's no reason you can't change the sprites used in the particle effects, you just can't instruct it to look for different ones like coil suggested above.
Make the new Resource Nod a big geyser, a medium sized one, and a small one. Make them all in a trianle shape.
...
bleh. my two cents.
...
HINT HINT: that idea could be used as a nozzle replacement idea.