Difference between revisions of "Flaming Sword"

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Forgot to make the images smaller
imported>Electrosheep
imported>Electrosheep
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== Texturing the Silver Sword ==
== Texturing the Silver Sword ==
We already did this in the previous tutorial, but our texture was totally lame. I installed a cool "Ancient Geek" font from [http://www.dafont.com/theme.php?cat=204 DaFont.com] and used google translate to translate "The real battle rages within" to "Verus bellum furit intra". Then, I used the gimp to attach it to the sword. Not the coolest thing I've ever seen, but it works.


== Editing Mesh of Bound Sword ==
== Reverse Engineering the Bound Sword ==
This is the part where I still need to do more work. Once I figure out how to do some quality mesh editing, I need to update this part. Also, I'm going off memory here. In the future I'll try to write as I go instead of doing everything, then writing.
 
The Bound Sword has a neat flame effect. We're going to steal it. Let's go to '''Items>Weapons>BoundWeapons''' and double click '''BoundWeaponSword'''. There isn't much to look at, except for the enchantment attached to it, '''BoundSwordEnchantment'''. Go to '''Magic>Enchantment''' and double click '''BoundSwordEnchantment'''. There still isn't much to look at except for the Effects. They all look pretty lame, except for '''BoundSwordFX'''. Double click it to find out the EditorID, which is '''EnchBoundSwordFX'''. Go to '''Magic>MagicEffect''' and double click '''EnchBoundSwordFX'''. Woah baby! Now we're talking! Our eyes our immediately drawn to the '''Visual Effects''' section:
 
[[File:MagicEffect.jpg|200px]]
 
You'll notice that there are only two things here that hold values: Enchant Art and Enchant Shader. If you mess with this, you'll find that you need BOTH of these for there to be any effect.
 
SPECULATION: I am not an expert on this, but I know enough about Direct3D to know that shaders have nothing to do with shadows. Shaders essentially tell the GPU ''how'' to color a 3D image, while the 3D data simply tells the GPU ''where'' to draw the image. If you have no shader of any kind, you will see no image.
 
Anyway, you will find that the shaders here make our sword look different, and we don't want that. Lets create a null shader, or a shader that tells the engine not to draw the effect any differently than normal.


== Creating a Null Shader ==
== Creating a Null Shader ==
First, we need to find where the shaders are at. Thankfully, I've found them for you. They are at '''SpecialEffect>EffectShader'''. Let's use the '''EnchBoundSwordFXS''' as a starting place.  Right click it, and select duplicate. Double click the duplicated shader, and change what you see to this (my best guess of what a null shader would be):
[[File:Shader.jpg|200px]]
I'm not sure 100% about what all of this information is, but what I did works for what I wanted. When you hit OK, it will give you some crap, but you do NOT want a new form.


== Adding Sounds ==
== Adding Sounds ==
At first, I applied the sound to the shader, but this was wrong. When you dropped the sword (or anytime the sword was dispalyed in-game) the flame sound would be on, but there would be no flames.


== Conclusions and Remarks ==
== Conclusions and Remarks ==
== Stuff that still needs doing ==
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