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Question about color of Plasma

Posted: Sat May 21, 2005 2:38 pm
by Knuckx118
I'm trying to recreate the scarab gun in Halo PC, but I don't know how to change the color of the plasma. I'm using the Wraith Mortar to start... how would I change the color of that... is it in one of the HMT plugins?

EDIT: Or would I be able to somehow copy the color of the Plasma Pistol projectile over to the wraith mortar?

Posted: Sun May 22, 2005 8:21 am
by Knuckx118
Anybody?

Posted: Sun May 22, 2005 2:52 pm
by [cc]z@nd!
i don't really know, try looking for abitmap first, if there isn't something in there, it might be a shader or sumthin

Posted: Sun May 22, 2005 3:38 pm
by wes
phenomena??? did u create a plugin for this??? (i think u did)

Posted: Sun May 22, 2005 3:46 pm
by Phenomena
not sure... it may be my mgs2 plugin but ill check into it

shit guys sorry about that =\ i missed that in the mgs2 plugin... *upgrades*

Posted: Sun May 22, 2005 3:48 pm
by wes
i swear i remember seeing a plugin by sonmeone that can change the color of something...

EDIT* not sure but at a glance the DeLa plugin can change it im not sure... :?

edit2* nvm its just for the menus...

Posted: Sun May 22, 2005 3:49 pm
by Phenomena
read above post :P

Posted: Sun May 22, 2005 3:50 pm
by wes
lol, so ur upgrading a plugin?

Posted: Sun May 22, 2005 3:57 pm
by Phenomena
hell ya :D

Posted: Sun May 22, 2005 4:00 pm
by Knuckx118
Wow... that was fast...

And Ironic... I PMed Phenomena about the plugin to use to change the color of plasma, and he redirects me to my own topic...

EDIT: and I checked the DeLa plugin... it edits the color of the UI.

EDIT 2: Geez... I'm slow today...

Posted: Sun May 22, 2005 4:01 pm
by CtrlAltDestroy
Phenomena wrote:not sure... it may be my mgs2 plugin but ill check into it

shit guys sorry about that =\ i missed that in the mgs2 plugin... *upgrades*
Pfft... WHEN I TOLD YOU TO UPGRADE IT, YOU WOULDN'T! :cry:

EDIT: Oh and BTW, you could just create it in Guerilla and rip it back into PC. :wink:

Posted: Sun May 22, 2005 4:03 pm
by Knuckx118
and where can I find the upgraded MGS2 plugin?

Edit: Happy 1 month anniversery to me! ^-^

Posted: Sun May 22, 2005 4:06 pm
by CtrlAltDestroy
Oh to make it green, just rebuild the map with the Wraith Mortar Projectile, then scroll down to [mgs2] Light Volume, expand it. Click on "weapons\plasma pistol\bolt" and copy the meta. The, click on "vehicles\wraith\wraith mortar" and paste the meta, click save. Done! :wink:

Posted: Sun May 22, 2005 4:07 pm
by Knuckx118
Or that will work... thank you...

Although I did have plans on modifying the color of other plasma projectiles...

Posted: Sun May 22, 2005 4:08 pm
by CtrlAltDestroy
*coughIcouldchangethiercolorsforyoucough* :wink:

Posted: Sun May 22, 2005 4:23 pm
by Phenomena
*cough*hecandoithimselfbecauseimuploadingthepluginnow*cough*

bow down to me... i just upgraded the light volume plugin you can now edit the colour of the plasma and such
A - brightness
R - amount of red hue
G - amount of green hue
B - amount of blue hue

http://www.zealotmodding.co.uk/download.php?id=14

Posted: Sun May 22, 2005 4:33 pm
by CtrlAltDestroy
*coughIcandothisbecauseIknowhowtorip(BUTI'MNOTTELLINGHOW!)cough* :D

Posted: Sun May 22, 2005 6:03 pm
by Phenomena
*coughitaughtyouhowtoripcough*

Posted: Sun May 22, 2005 6:21 pm
by Danke
On the topic of features, why doesn't the proj tag have a homing box thingy? (or am I blind?)

Posted: Sun May 22, 2005 6:27 pm
by Phenomena
blind...

its probably not labeled homing, ill tell you as soon as i reinstall .net framework (just reformated)

edit: wait im just an idiot... hold on ill fix that :P

edit edit: here we go... instead of just uploading a whole new plugin for such a small change... just open the proj.xml (in notepad) in the plugins folder and paste this code over everything and save it

Code: Select all

<plugin>
<tag>proj</tag>
<struct>
<name>Main</name>
<size>0</size>
<value>
<type>bitmask32</type>
<offset>0x17C</offset>
<name>Flags</name>
<bitmask>
<bit>32</bit>
<name>Oriented Along Velocity</name>
</bitmask>
<bitmask>
<bit>31</bit>
<name>AI Must Use Ballistic Aiming</name>
</bitmask>
<bitmask>
<bit>30</bit>
<name>Detonation Max Time if Attached</name>
</bitmask>
<bitmask>
<bit>29</bit>
<name>Super Combining Explosion</name>
</bitmask>
<bitmask>
<bit>28</bit>
<name>Combine Initial Velocity w/ Parent</name>
</bitmask>
<bitmask>
<bit>27</bit>
<name>Random Attached Detonation Time</name>
</bitmask>
<bitmask>
<bit>26</bit>
<name>Min Unattched Detonation</name>
</bitmask>
</value>
<value>
<type>id16</type>
<offset>0x180</offset>
<name>Detonation Timer Starts</name>
<option>
<value>00</value>
<name>Immediately</name>
</option>
<option>
<value>01</value>
<name>After First Bounce</name>
</option>
<option>
<value>02</value>
<name>When at Rest</name>
</option>
</value>
<value>
<type>float</type>
<offset>0x197</offset>
<name>Super Detonation</name>
</value>
<value>
<type>float</type>
<offset>0x1A0</offset>
<name>Collision Radius</name>
</value>
<value>
<type>bitmask32</type>
<offset></offset>
<name></name>
<bitmask>
<bit>  </bit>
<name>Detonation</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x1A4</offset>
<name>Arming Time</name>
</value>
<value>
<type>float</type>
<offset>0x1A8</offset>
<name>Danger Radius</name>
</value>
<value>
<type>float</type>
<offset>0x1B7</offset>
<name>Effect</name>
</value>
<value>
<type>float</type>
<offset>0x1BC</offset>
<name>Timer</name>
</value>
<value>
<type>float</type>
<offset>0x1C0</offset>
<name>Timer - To</name>
</value>
<value>
<type>float</type>
<offset>0x1C4</offset>
<name>Min Velocity</name>
</value>
<value>
<type>float</type>
<offset>0x1C8</offset>
<name>Max Range</name>
</value>
<value>
<type>bitmask32</type>
<offset></offset>
<name></name>
<bitmask>
<bit>  </bit>
<name>Physics</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x1CC</offset>
<name>Air Gravity Scale</name>
</value>
<value>
<type>float</type>
<offset>0x1D0</offset>
<name>Air Damage Range</name>
</value>
<value>
<type>float</type>
<offset>0x1D4</offset>
<name>Air Damage Range - To</name>
</value>
<value>
<type>float</type>
<offset>0x1D8</offset>
<name>Water Gravity Scale</name>
</value>
<value>
<type>float</type>
<offset>0x1DC</offset>
<name>Water Damage Range</name>
</value>
<value>
<type>float</type>
<offset>0x1E0</offset>
<name>Water Damage Range - To</name>
</value>
<value>
<type>float</type>
<offset>0x1E4</offset>
<name>Initial Velocity</name>
</value>
<value>
<type>float</type>
<offset>0x1E8</offset>
<name>Final Velocity</name>
</value>
<value>
<type>float</type>
<offset>0x20F</offset>
<name>Flyby Sound</name>
</value>
<value>
<type>float</type>
<offset>0x1EC</offset>
<name>Homing</name>
</value>



<value>
<type>reflexive</type>
<offset>0x240</offset>
<name>Material Responses</name>
</value>

<struct>
<name>Material Responses</name>
<size>160</size>
<value>
<type>bitmask32</type>
<offset>0x00</offset>
<name>Flags</name>
<bitmask>
<bit>32</bit>
<name>Cannot be Overpenetrated</name>
</bitmask>
</value>
<value>
<type>bitmask32</type>
<offset>0x800</offset>
<name></name>
<bitmask>
<bit>  </bit>
<name>Default Result</name>
</bitmask>
</value>
<value>
<type>id16</type>
<offset>0x02</offset>
<name>Response</name>
<option>
<value>00</value>
<name>Disappear</name>
</option>
<option>
<value>01</value>
<name>Detonate</name>
</option>
<option>
<value>02</value>
<name>Reflect</name>
</option>
<option>
<value>03</value>
<name>Overpenetrate</name>
</option>
<option>
<value>04</value>
<name>Attach</name>
</option>
</value>
<value>
<type>bitmask32</type>
<offset>0x800</offset>
<name></name>
<bitmask>
<bit>  </bit>
<name>Potential Result</name>
</bitmask>
</value>
<value>
<type>id16</type>
<offset>0x24</offset>
<name>Response</name>
<option>
<value>00</value>
<name>Disappear</name>
</option>
<option>
<value>01</value>
<name>Detonate</name>
</option>
<option>
<value>02</value>
<name>Reflect</name>
</option>
<option>
<value>03</value>
<name>Overpenetrate</name>
</option>
<option>
<value>04</value>
<name>Attach</name>
</option>
</value>
<value>
<type>bitmask32</type>
<offset>0x26</offset>
<name>Flags</name>
<bitmask>
<bit>32</bit>
<name>Only Against Units</name>
</bitmask>
</value>

</struct>


</struct>
</plugin>