Corason Posted May 2, 2020 Posted May 2, 2020 (edited) Hey guys, trying to make a black hero aura, but lineage 2 can 't see what you 're telling him? When I compile a new package, I prescribe my .utx pack, but it reads the standard lineageEffectsTextures, why? class e_u091_hero_a extends Emitter; defaultproperties{ Begin Object Class=SpriteEmitter Name=SpriteEmitter3 ColorScale(0)=(RelativeTime=0.000000,Color=(B=255,G=255,R=255,A=255)) ColorScale(1)=(RelativeTime=0.539286,Color=(B=183,G=183,R=183,A=255)) ColorScale(2)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255)) ColorScaleRepeats=5.000000 ColorMultiplierRange=(X=(Min=0.600000,Max=1.000000),Y=(Min=0.500000,Max=0.900000),Z=(Min=0.400000,Max=0.800000)) Opacity=0.200000 FadeOutStartTime=0.300000 FadeOut=true FadeInEndTime=0.160000 FadeIn=true MaxParticles=30 Name="Base" StartLocationOffset=(X=0.000000,Y=0.000000,Z=1.000000) StartLocationRange=(X=(Min=-2.000000,Max=2.000000),Y=(Min=-5.000000,Max=5.000000),Z=(Min=-9.000000,Max=9.000000)) SpinParticles=true SpinsPerSecondRange=(X=(Min=0.000000,Max=0.020000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000)) StartSpinRange=(X=(Min=0.000000,Max=1.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=0.000000,Max=0.000000)) UseSizeScale=true UseRegularSizeScale=false UniformSize=true SizeScale(0)=(RelativeTime=0.000000,RelativeSize=1.000000) SizeScale(1)=(RelativeTime=1.000000,RelativeSize=2.000000) StartSizeRange=(X=(Min=4.000000,Max=5.000000),Y=(Min=15.000000,Max=20.000000),Z=(Min=1.000000,Max=1.340000)) InitialParticlesPerSecond=30.000000 AutomaticInitialSpawning=false Texture=Texture'Corason.fx_m_t0127' TextureUSubdivisions=2 TextureVSubdivisions=4 UseRandomSubdivision=true SubdivisionEnd=3 LifetimeRange=(Min=1.000000,Max=1.000000) StartVelocityRange=(X=(Min=0.000000,Max=0.000000),Y=(Min=0.000000,Max=0.000000),Z=(Min=5.000000,Max=10.000000)) VelocityLossRange=(X=(Min=1.000000,Max=1.000000),Y=(Min=1.000000,Max=1.000000),Z=(Min=1.000000,Max=1.000000)) End Object Edited May 2, 2020 by Corason Quote
SGER@fjs Posted May 2, 2020 Posted May 2, 2020 Do not modify the texture and just change from "PTDS_Translucent" to "PTDS_Darken". Here docs: https://docs.unrealengine.com/udk/Two/EmittersReference.html#Texture Begin Object Class=SpriteEmitter Name=SpriteEmitter3 ......... InitialParticlesPerSecond=30.000000 AutomaticInitialSpawning=false DrawStyle=PTDS_Darken Texture=Texture'Corason.fx_m_t0127' ........ End Object Or modify the texture leaving transparent (with alpha) and put "PTDS_Regular" 1 Quote
GLO Posted May 2, 2020 Posted May 2, 2020 4 hours ago, SGER@fjs said: Do not modify the texture and just change from "PTDS_Translucent" to "PTDS_Darken". Here docs: https://docs.unrealengine.com/udk/Two/EmittersReference.html#Texture Begin Object Class=SpriteEmitter Name=SpriteEmitter3 ......... InitialParticlesPerSecond=30.000000 AutomaticInitialSpawning=false DrawStyle=PTDS_Darken Texture=Texture'Corason.fx_m_t0127' ........ End Object Or modify the texture leaving transparent (with alpha) and put "PTDS_Regular" correct Quote
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