Kim 10 Report post Posted August 25, 2013 Red Death Ray 1: Download: http://www.4shared.com/rar/u1IeCv-D/Red_Death_Ray.html _________________________________________________________________________________________________________ Red Death Ray 2: Download: http://www.4shared.com/rar/gTfmwQES/Red_Death_Ray_1.html To install, just extract the folders into your rpt's root folder and merge/replace the folders/archives. Share this post Link to post Share on other sites
lonz 0 Report post Posted August 25, 2013 nice kim i use it 8) Share this post Link to post Share on other sites
JAI 7 Report post Posted August 25, 2013 YES YES YES YES YES YES Share this post Link to post Share on other sites
[D]ohkito 2 Report post Posted August 25, 2013 Still go to the Original one. But, its nice see some different color. Share this post Link to post Share on other sites
Kim 10 Report post Posted August 25, 2013 ohkito" post="562951" timestamp="1377451986"] Still go to the Original one. But, its nice see some different color. Me too, i still prefer the original one, maybe we are too used to it. I don't even have a mage, just did this to some people who thinks that red is cooler. kakaka Share this post Link to post Share on other sites
[D]ohkito 2 Report post Posted August 25, 2013 Try black? I wonder how would it looks like... ??? Share this post Link to post Share on other sites
~Mark! 1 Report post Posted August 25, 2013 I use dis shit. Share this post Link to post Share on other sites
Kim 10 Report post Posted August 25, 2013 ohkito" post="562959" timestamp="1377453432"] Try black? I wonder how would it looks like... ??? I tried. Game system recognizes it as transparent color. No ray at all. =\ Share this post Link to post Share on other sites
JAI 7 Report post Posted August 25, 2013 Is it possible to turn the circled area red as well? Share this post Link to post Share on other sites
JoeHandsome 1 Report post Posted August 25, 2013 ohkito link=topic=96312.msg562959#msg562959 date=1377453432] Try black? I wonder how would it looks like... ??? I tried. Game system recognizes it as transparent color. No ray at all. =\ Try (0, 0, 0, 255) Share this post Link to post Share on other sites
[D]ohkito 2 Report post Posted August 25, 2013 Wooot, some Dark Magicians may raise! huhuhuhuh BEWARE*! > Share this post Link to post Share on other sites
Kim 10 Report post Posted August 25, 2013 ohkito link=topic=96312.msg562959#msg562959 date=1377453432] Try black? I wonder how would it looks like... ??? I tried. Game system recognizes it as transparent color. No ray at all. =\ Try (0, 0, 0, 255) Ty Wartale! I'll test it! Share this post Link to post Share on other sites
Kim 10 Report post Posted August 25, 2013 Updated with a new red death ray, with a darker red. Is it possible to turn the circled area red as well? I'll have to find the archives for this green areas, it may take some time. =\ Share this post Link to post Share on other sites
Kim 10 Report post Posted August 25, 2013 Updated with a new red death ray, with a darker red. Is it possible to turn the circled area red as well? I'll have to find the archives for this green areas, it may take some time. =\ DeadLayHit1. DeadLayStart1. =) Ty Caquito! *-* @Wartale what u mean by 0,0,0,255? I tried the pure black, got transparent. .-. Share this post Link to post Share on other sites
JoeHandsome 1 Report post Posted August 25, 2013 Updated with a new red death ray, with a darker red. Is it possible to turn the circled area red as well? I'll have to find the archives for this green areas, it may take some time. =\ DeadLayHit1. DeadLayStart1. =) Ty Caquito! *-* @Wartale what u mean by 0,0,0,255? I tried the pure black, got transparent. .-. Post the part of the script where the color is applied here Share this post Link to post Share on other sites
Kim 10 Report post Posted August 25, 2013 Updated with a new red death ray, with a darker red. Is it possible to turn the circled area red as well? I'll have to find the archives for this green areas, it may take some time. =\ DeadLayHit1. DeadLayStart1. =) Ty Caquito! *-* @Wartale what u mean by 0,0,0,255? I tried the pure black, got transparent. .-. Post the part of the script where the color is applied here Ah, scripts... I have no idea how to deal with this things... :-[ I just changed the color on the bmp patched archive. Share this post Link to post Share on other sites
JoeHandsome 1 Report post Posted August 25, 2013 Updated with a new red death ray, with a darker red. Is it possible to turn the circled area red as well? I'll have to find the archives for this green areas, it may take some time. =\ DeadLayHit1. DeadLayStart1. =) Ty Caquito! *-* @Wartale what u mean by 0,0,0,255? I tried the pure black, got transparent. .-. Post the part of the script where the color is applied here Ah, scripts... I have no idea how to deal with this things... :-[ I just changed the color on the bmp patched archive. Ah, I see Then use #000001. Share this post Link to post Share on other sites
Crius 0 Report post Posted August 25, 2013 If you're talking colors in the particle files, I'm not sure what's going on with those RGBA values. For example, rgba(255,255,255,200) translates into black, semi-transparent particles (smoke). It doesn't seem to be a simple case of inverting the values either, at least not from the skills I tried to modify. Share this post Link to post Share on other sites
Crius 0 Report post Posted August 25, 2013 Anyway, real quick modification to make the particle effects red, although not very pretty with fading etc. As per usual, files are found in ../Effect/Particle/Script folder. DeadLayStart1.part: particlesystem "Power" 1.00 { position = XYZ(0,0,0) eventsequence "faeries" { sourceblendmode = BLEND_LAMP particletype = TYPE_THREE loops = 1 numparticles = 20 gravity = XYZ(0,0,0) emitrate = 80 emitradius = xyz(0,0,0) lifetime = 0.5 texture = "effect\\particle\\flare.tga" initial size = random(6,6) initial sizeExt = random(20,50) initial partAngle = XYZ(random(-360,360), random(-360,360), random(-360,360)) initial color = rgba(255,0,0,200) initial velocity = XYZ(0,0,0) fade so final color = rgba(0,0,0,0) fade so final sizeExt = 150 } eventsequence "faeries" { sourceblendmode = BLEND_LAMP numparticles = 2 loops = 1 //Delay = 0.5 gravity = XYZ(0,0,0) emitrate = 80 emitradius = xyz(random(-1,1),random(-1,1),random(-1,1)) lifetime = 0.8 texture = "effect\\particle\\flare.tga" initial size = 30 initial color = rgba(255,0,0,255) initial velocity = XYZ(random(-5,5),random(-5,5),random(-5,5)) fade so final color = rgba(0,0,0,0) fade so final size = 40 } eventsequence "faeries" { sourceblendmode = BLEND_LAMP numparticles = 3 loops = 1 //Delay = 0.5 gravity = XYZ(0,0,0) emitrate = 80 emitradius = xyz(random(-1,1),random(-1,1),random(-1,1)) lifetime = 0.8 texture = "effect\\particle\\water2.tga" initial size = 10 initial color = rgba(255,0,0,255) initial velocity = XYZ(random(-5,5),random(-5,5),random(-5,5)) fade so final color = rgba(0,0,0,0) fade so final size = 50 } } DeadLayHit1.part: particlesystem "Power" 1.00 { position = XYZ(0,0,0) eventsequence "Light1" { sourceblendmode = BLEND_LAMP loops = 1 numparticles = 1 gravity = XYZ(0,0,0) emitrate = 100 emitradius = xyz(0,0,0) lifetime = 2 texture = "effect\\particle\\star05G_03.bmp" initial size = 70 initial color = rgba(255,0,0,255) initial velocity = XYZ(0,0,0) fade so final color = rgba(0,0,0,0) fade so final size = 110 } eventsequence "LineParticle" { sourceblendmode = BLEND_LAMP particletype = TYPE_THREE loops = 1 numparticles = 20 gravity = XYZ(0,0,0) emitrate = 60 emitradius = xyz(0,0,0) lifetime = 0.5 texture = "effect\\particle\\flare.tga" initial size = random(5,8) initial sizeExt = random(50,100) initial partAngle = XYZ(random(-360,360), random(-360,360), random(-360,360)) initial color = rgba(255,0,0,255) initial velocity = XYZ(0,0,0) fade so final color = rgba(0,0,0,0) fade so final sizeExt = 200 } eventsequence "faeries" { sourceblendmode = BLEND_LAMP numparticles = 10 loops = 1 Delay = 0.2 gravity = XYZ(0,0,0) emitrate = 50 emitradius = xyz(random(-1,1),random(-1,1),random(-1,1)) lifetime = 0.6 texture = "effect\\particle\\water2.tga" initial size = 20 initial color = rgba(255,0,0,255) initial velocity = XYZ(random(-5,5),random(-5,5),random(-5,5)) fade so final color = rgba(0,0,0,0) fade so final size = 120 } eventsequence "Flaming Debris" { sourceblendmode = BLEND_LAMP loops = 1 numparticles = 30 gravity = XYZ(0,0,0) emitrate = 1000 emitradius = XYZ(random(-1,1),random(-1,1),random(-1,1)) lifetime = random(0.5,1.2) texture = "effect\\particle\\flare.tga" initial size = random(4,8) initial color = rgba(255,0,0,255) fade so at 0.5 color = rgba(255,0,0,255) fade so at 0.7 color = rgba(255,0,0,255) fade so final color = rgba(0,0,0,0) initial velocity = XYZ(random(-60,60),random(-60,60),random(-60,60)) } eventsequence "Spaceship Debris" { sourceblendmode = BLEND_LAMP loops = 1 numparticles = 10 gravity = XYZ(0,0,0) emitrate = 1000 emitradius = XYZ(random(-1,1),random(-1,1),random(-1,1)) lifetime = 0.6 texture = "effect\\particle\\flare.tga" initial size = random(4,8) initial color = rgba(255,0,0,255) initial velocity = XYZ(random(-80,80),random(-80,80),random(-80,80)) fade so final color = rgba(0,0,0,255) } } Share this post Link to post Share on other sites
Kim 10 Report post Posted August 25, 2013 Anyway, real quick modification to make the particle effects red, although not very pretty with fading etc. As per usual, files are found in ../Effect/Particle/Script folder. DeadLayStart1.part: particlesystem "Power" 1.00 { position = XYZ(0,0,0) eventsequence "faeries" { sourceblendmode = BLEND_LAMP particletype = TYPE_THREE loops = 1 numparticles = 20 gravity = XYZ(0,0,0) emitrate = 80 emitradius = xyz(0,0,0) lifetime = 0.5 texture = "effect\\particle\\flare.tga" initial size = random(6,6) initial sizeExt = random(20,50) initial partAngle = XYZ(random(-360,360), random(-360,360), random(-360,360)) initial color = rgba(255,0,0,200) initial velocity = XYZ(0,0,0) fade so final color = rgba(0,0,0,0) fade so final sizeExt = 150 } eventsequence "faeries" { sourceblendmode = BLEND_LAMP numparticles = 2 loops = 1 //Delay = 0.5 gravity = XYZ(0,0,0) emitrate = 80 emitradius = xyz(random(-1,1),random(-1,1),random(-1,1)) lifetime = 0.8 texture = "effect\\particle\\flare.tga" initial size = 30 initial color = rgba(255,0,0,255) initial velocity = XYZ(random(-5,5),random(-5,5),random(-5,5)) fade so final color = rgba(0,0,0,0) fade so final size = 40 } eventsequence "faeries" { sourceblendmode = BLEND_LAMP numparticles = 3 loops = 1 //Delay = 0.5 gravity = XYZ(0,0,0) emitrate = 80 emitradius = xyz(random(-1,1),random(-1,1),random(-1,1)) lifetime = 0.8 texture = "effect\\particle\\water2.tga" initial size = 10 initial color = rgba(255,0,0,255) initial velocity = XYZ(random(-5,5),random(-5,5),random(-5,5)) fade so final color = rgba(0,0,0,0) fade so final size = 50 } } DeadLayHit1.part: particlesystem "Power" 1.00 { position = XYZ(0,0,0) eventsequence "Light1" { sourceblendmode = BLEND_LAMP loops = 1 numparticles = 1 gravity = XYZ(0,0,0) emitrate = 100 emitradius = xyz(0,0,0) lifetime = 2 texture = "effect\\particle\\star05G_03.bmp" initial size = 70 initial color = rgba(255,0,0,255) initial velocity = XYZ(0,0,0) fade so final color = rgba(0,0,0,0) fade so final size = 110 } eventsequence "LineParticle" { sourceblendmode = BLEND_LAMP particletype = TYPE_THREE loops = 1 numparticles = 20 gravity = XYZ(0,0,0) emitrate = 60 emitradius = xyz(0,0,0) lifetime = 0.5 texture = "effect\\particle\\flare.tga" initial size = random(5,8) initial sizeExt = random(50,100) initial partAngle = XYZ(random(-360,360), random(-360,360), random(-360,360)) initial color = rgba(255,0,0,255) initial velocity = XYZ(0,0,0) fade so final color = rgba(0,0,0,0) fade so final sizeExt = 200 } eventsequence "faeries" { sourceblendmode = BLEND_LAMP numparticles = 10 loops = 1 Delay = 0.2 gravity = XYZ(0,0,0) emitrate = 50 emitradius = xyz(random(-1,1),random(-1,1),random(-1,1)) lifetime = 0.6 texture = "effect\\particle\\water2.tga" initial size = 20 initial color = rgba(255,0,0,255) initial velocity = XYZ(random(-5,5),random(-5,5),random(-5,5)) fade so final color = rgba(0,0,0,0) fade so final size = 120 } eventsequence "Flaming Debris" { sourceblendmode = BLEND_LAMP loops = 1 numparticles = 30 gravity = XYZ(0,0,0) emitrate = 1000 emitradius = XYZ(random(-1,1),random(-1,1),random(-1,1)) lifetime = random(0.5,1.2) texture = "effect\\particle\\flare.tga" initial size = random(4,8) initial color = rgba(255,0,0,255) fade so at 0.5 color = rgba(255,0,0,255) fade so at 0.7 color = rgba(255,0,0,255) fade so final color = rgba(0,0,0,0) initial velocity = XYZ(random(-60,60),random(-60,60),random(-60,60)) } eventsequence "Spaceship Debris" { sourceblendmode = BLEND_LAMP loops = 1 numparticles = 10 gravity = XYZ(0,0,0) emitrate = 1000 emitradius = XYZ(random(-1,1),random(-1,1),random(-1,1)) lifetime = 0.6 texture = "effect\\particle\\flare.tga" initial size = random(4,8) initial color = rgba(255,0,0,255) initial velocity = XYZ(random(-80,80),random(-80,80),random(-80,80)) fade so final color = rgba(0,0,0,255) } } Wow, thanks! I'll copy this to my archives, and upload with the red death ray. Then use #000001. I made a pure #000001 black .bmp, but got transparent too. =\ Whatever, i'll make an white one, its badass too. *-* Share this post Link to post Share on other sites
Crius 0 Report post Posted August 25, 2013 You might want to fiddle around a bit with those particle files before you make it official. Like I said, that was just a very quick modification to see how much of was actually controlled by the particle files. As it turns out, all of it is, so theoretically you can play around with those two files and make particle effects to match the color of the ray itself. "Start" is what happens at the caster, "Hit" is what happens at the target. Right now, those modifications just turns everything into a bright red color though. Share this post Link to post Share on other sites
lonz 0 Report post Posted August 26, 2013 GO kim punheta 8) waiting for the other colors Share this post Link to post Share on other sites