[quote who="Rune_74" reply="11" id="2735684"]I love that fireball.... [/quote] Thanks! Though as Baleurion mentioned, a fireball explosion probably should be a bit more all over the place. I might use the mushroom cloud for a different spell, something more precise.
MagicWeasel
[quote who="Baleurion" reply="8" id="2735468"]I love em, definetly better than vanilla! But i think the fireball should more like, explode in an actual fireball rather than a chimney leading to a mushroom cloud [/quote] I've always found a mushroom cloud to be a far more satisfying visual than a uniform spherical explosion myself :] Thanks for the feedback, though! Perhaps I'll use it this visual effect in a spell other than fireball -- but I'm defini
[quote who="SD_Zebrafox" reply="1" id="2734611"]Hey these are awesome. I really dig the mushroom cloud finisher on your fireball :} Also the effects that play on the ground during the bursts. Are you enjoying the particle editor? I always have a *lot* of fun when im working with it. I mean it could use some work but as it is, I feel like there's a LOT you can do with it. You should try making a better Arrow particle. We didn't really have the support to do what i wanted with it (ma
If there was a 'spell animation' option, it'd probably be "Particle Effects". Make sure those are toggled in under the Video(?) tab.
As I watch my other Arcane Power related thread get buried, I figure I'll make a new thread with a couple previews of my effects. Melting Touch and Fireball are both almost complete. For melting touch, I hope to make the smoke cloud a bit better. For Fireball, the projectile trail causes a massive drop in FPS, even though the particles are minimal. I want to figure out why and correct this before release. Bearing that in mind, enjoy these short clips of my effect mods in action!<
Uh oh, looks like my own spell effect mod will have a bit of competition, now. ; )
Changes aren't reflected unless you start a new game, and then they are only present IN the new game. The Mods folder is where things need to go -- at least that's how it worked for my spell mods. Don't reconstruct directories -- ie, don't put the modded file into mods\data\English. Just Mods. :]
StillSingle has obviously not attempted to use any attack magic lategame. You quickly find yourself pitted against squads of death peasants with far too much HP and defense for magic to be worthwhile, which is exceptionally disappointing for someone like me who revels in magical nukes. I'm not sure if the Python scripts are available to us at the moment, I'll go take a look. I'll try and modiy the way the game interprets spells a bit -- even XML should be suitable
Modified the post to function as a tutorial. Hope this helps!
Having Babies: Not pointless
Sorry for the double post, but I even tried overwriting the old spellbook and effect files right in the main install directory. No effect! If even that doesn't work, how on earth DO I change a spell's particle effect? Edit: Ugh, how confusing. Suddenly the old and new effects are appearing on top of each other! Edit2: Okay, so I finally settled on which location to use -- it's the Mods folder, with no need for the data directory structure inside. Just dropped the spellboo
As the title describes. Hitting 'pass turn' while a unit is moving causes the unit to get stuck between tiles and the tactical battle becomes locked. I haven't tested other instances of this, so here's what definitely works on my build. Conditions for reproduction: Entered a 1v1 tactical battle; My sovereign against one wolf. Clicked to begin moving two squares forward. Hit Pass Turn during the movement. Sovereign freezes in between tiles
[quote who="Baleurion" reply="22" id="2725346"] Quoting Supergulo, reply 4 If they released a proper hardcoded/hardwired DRM, piracy would end, hence the need for DRM would end, hence their corporations would go bankrupt. A nice analogy would be cigarettes and nicotine patches. If there was no cigarettes and no nicotine addiction, the nicotine patch corps would all go bankrupt. Hence they need the cigarettes and smokers who's addiction they strive to red
Originally this thread was posted by me to ask for help, but I was able to figure things out. So you want to modify a spell or its visuals? Here's how. MODIFY VISUALS - STEP 1: Get your effect <span st
Wanna go ahead and add my 'Arcane Power!' mod? The exclamation mark is mandatory, haha! It'd class as a texture/reskin. I'm remaking the spell effects and adding more textures to use as particles. (Hopefully it'll be an improvement. While experimenting with the Cauldron, I made a pretty nice fire effect that'll be replacing the rather pitiful Melting Touch, or maybe Burn Enemy. Once I can figure out how to modify the spell effect hookups, anyway.)
As someone who has worked with programs like these before, Icecrown, Stardock's particle engine is neither very good nor intuitive. They can and should do better than this. If not, we had better be able to mod and refine this tool ourselves. Torchlight's TorchED tool has a much better particle editor. The 'ribbon trail' particle type is very cool, and you are able to use various physics nodes such as a jet, gravity well, and vortex to affect movement dynamically. Color was handled wit
Apparently truly random maps are possible if you delete the preset seeds, but Frog doesnt' recommend it because it throws balance out the window. Sadly, it also throws exploration, unpredictability, and the fun that goes with them out the window. The modder objective should be to try and make a GOOD random map generator, since the current one apparently is worse than even Master of Magic's. Or it must be, anyway, because MoM kicked ass -- and it was making two rand
The offer is appreciated, though I'm no stranger to texture creation, as you suspected! My main gripe is the utterly convoluted way of dealing with color and alpha. It seems you need to create a texture; a single row of pixels, and the Cauldron draws color and alpha information from that texture like a timeline over the particle's lifespan. They warn on startup that the Cauldron is hard to use, but I've /never/ seen such basic functionality -- color? transparency!? --</e
Whew. Got the game and browsed some of the effects. Some are decent, but I'll have lots of work to do! [e digicons]*_*[/e]
YOU MUST CONTRUCT ADDITIONAL AC DUCTS.
You should make a sticky or something, Kryo. You'd think people would search or -- god forbid! -- read the forums a bit before panicking.
Gosh, people see something they don't like or understand, make ZERO effort to find out what's going on, and immediately begin to panic. This is why the Dark Ages happened.
Sweet! So we're getting a Day -1 build? XD Exclu-siiiiiive! Thanks for all your hard work. I wouldn't want to be in you guys' positions today. This street date stuff has got to be a fiasco. :\
I'll make a 'pics or it didn't happen' call here. This thread seems overly suspicious.
I'm a decent 3D modeller and animator, so I'll doubtlessly be adding new models for units and weapons into the game. I tend to dislike the usual stuff that modders come out with -- not that it isn't good, just a matter of taste. However, my primary focus will be on spells. Creating new spells, spell icons, and most importantly, flashy spell effects.