Weapon Glow Effects

Discussion in 'General Modification' started by TempestZen, Nov 1, 2006.

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  1. ShadowDragoon

    ShadowDragoon Advocate of Vengence

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    An easy fix and all, but as I pointed out, that takes the glow away from all of the magic weapons in the game, save for the Alignment/Elemental ones. If I knew more about modding the effects onto weapons, I'd go in and look around and see what exactly tells Weapon X that it should glow. Does anybody know what specifically does this? Because, if someone knows or can find out, I'll go into every individual weapon myself and edit it. But, if it removes the glow effects from all the weapons, I'm not sure it would be worth it.
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I would think that instead of being keyed to each weapon, it's instead keyed to the properties the weapon has...

    EG The Holy +1 longsword (Meleny's dowry) has a white glow, but then so does a masterwork dagger that's crafted to be +1 and Holy.

    I don't think that there's much that can be done to key the glow to only certain items, as the file most likely to assign the glow to these weapons is Temple.dll.
     
  3. ShadowDragoon

    ShadowDragoon Advocate of Vengence

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    And, from what I hear, that bugger's a you-know-what to try and mess around with...
     
  4. Cujo

    Cujo Mad Hatter Veteran

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    sweet man, your first mod. have a poke around in the dats and see what else you can figure out. all modders started somewhere.
     
  5. TempestZen

    TempestZen Spellsinger

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    I really do not like the weapon glow effects at all, so I've played around a bit and found out how to remove the glows from (so far) any weapon.

    This change will remove glows for frost, fire, acid, holy, unholy, law, cold, bane, chaotic and shock weapons.

    Following Cujo's previous instructions, extract the toee1.dat file.

    Go into the toee1\art\meshes directory and copy the following files to your game directory data\art\meshes:

    wg_acid.mdf
    wg_bane.mdf
    wg_chaotic.mdf
    wg_cold.mdf
    wg_fire.mdf
    wg_holy.mdf
    wg_law.mdf
    wg_shock.mdf
    wg_holy.mdf

    Go into each and change the last color value from 255 to 0. For example:

    Textured
    Color XX XX XX 255 (change this to 0)
    NotLit
    ColorFillOnly


    This will remove the glow from each.

    Also, I really did not like the look of Fragarach (yes, I know, I'm picky, picky, picky :p) so this fix will remove it's glow and also change the texture from it's original "stick 'o butter" yellow to a more fetching utalitarian iron.

    Again refer to your extracted toee1.dat file.

    Go into the toee1\art\meshes\Weapons directory and copy the Fragarach.tga file (this contains the iron-like texture) to your game directory data\art\meshes\Weapons.

    Go into your data\art\meshes\Weapons directory and edit FRAGA.mdf as follows:

    Textured
    Texture "art/meshes/weapons/fragarach.tga"


    This will 'point' the game to this new texture.

    I've included the modified files for ease.

    Now, this is my first real effort at modding, so please feel free to offer feedback.

    Cujo - would you mind looking over these instructions and just 'proof-read' them for me, I want to make sure they are correct.

    As always, please ensure you back up any files you change.

    Enjoy!
     

    Attached Files:

  6. Gaear

    Gaear Bastard Maestro Administrator

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    Moved to General Modification.
     
  7. Cujo

    Cujo Mad Hatter Veteran

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    looks good to me. altho I would've left the RGB alone - from what I can tell at a glance you've turned the glows to black (altho a black glow mightn't show up :shrug:), I would've changed the last number in the line to 0 which is the alpha channel (how much you can see off the glow - 255=100% visable 0=0% visable).

    as for fragarach, did you make the testure yourself or is it one thats in the game already? you've reminded me about something that could use fixing and you might be the guy to do it. send me a PM about what you did.
     
  8. ShadowDragoon

    ShadowDragoon Advocate of Vengence

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    Please excuse my cynicism, but I still think there has to be a better way to do this than to just yank all of the glow effects from the root. I mean, it's a fast and easy fix, but it's a bit chincy. Frankly, I want the game to follow official D&D as closely as possible. And to do that, some weapons have to glow.

    Eh. I guess I'll quit being lazy and monkey around with it myself and see if I can find anything.
     
  9. maggit

    maggit Zombie RipTorn Wonka

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    Wouldn't it be possible to choose
    whether a weapon glows during craft or
    not? It's just a suggestion only, though,
    I have not idea about programming.
     
  10. ShadowDragoon

    ShadowDragoon Advocate of Vengence

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    Well, that's possible. But, it really doesn't fix the abundance of magical weapons you find laying around inside the game.

    EDIT: Oops. I wasn't thinking properly. Actually, until we figure out what makes each individual weapon glow, there's really no way to change that. I've been trying to figure that out myself, so that I can stop...say...a Morningstar +1 from glowing, while a Longsword +1 still glows.

    Either nobody's found out how to do that, or whoever it is doesn't feel like telling anybody.
     
  11. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    As stated already, what makes a MorningStar +1 and a Longsword +1 glow is the +1 bonus in the protos.
     
  12. ShadowDragoon

    ShadowDragoon Advocate of Vengence

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    I didn't actually see anybody say anything about that. But, I suppose that's logical.

    That being said...couldn't there be a way to create two entries in the protos: one for all sword/dagger +1 weapons, and one for all other +1 weapons? That way, we could have swords and daggers (the ones supposed to glow) reference the one entry, while other weapons reference the other entry?

    Excuse me if I'm being a bit nearsighted on this. I don't really know much about how the protos works.
     
  13. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Uhm, no. The field in the protos that makes a weapon +x to hit and damage is the same field that makes it glow. Take out the +x you take out the glow and the bonus.

    He said it in a more round about way, but the glow comes from the weapon bonuses.
     
    Last edited: Nov 13, 2006
  14. zen_virgil

    zen_virgil Member

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    1) How come the holy bastard sword my cleric crafts still glow blue? should it glow white instead?

    2) what color of the weapon's glow should i expect when crafting shocking, frost, or flaming magic weapons? the last time i crafted a flaming magic weapon, it was still glowing blue.

    3) for roleplaying purposes, i wish at least the holy long sword would glow appropriately or at least shed light around the player (just like the spell daylight, but sadly it's not implemented in the game). I asked before whether the sunblade (which glows just like with the daylight spell, as per 3.5 rules) craftable or not purely because of this reason. *sigh*

    sorry for the questions (or complains), but i have no time to mod or at least try to as I have so much work to do. thanks. :errf:
     
  15. ShadowDragoon

    ShadowDragoon Advocate of Vengence

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    1) That one has me a bit puzzled. I never crafted any alignment-based weapons, so I don't know about this one.

    2) Flaming should glow red, I know that much. I think that the Frost weapons glow a slightly different shade of blue than the normal Magic weapons, but I'm not sure. As for Shocking, I have absouletly no idea. If I had to guess, I'd think it would glow yellow or green. If it's still glowing blue when you make the weapon Flaming, then there is definately something wrong.

    3) I'd think that shedding the character in light would be possible to do, but once again, I don't know how everything works in this game, so I'll leave this to CtB or someone else...
     
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