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Kim

Red Death Ray

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Kim

Red Death Ray 1:

 

qk6t.jpg

 

Download:

 

http://www.4shared.com/rar/u1IeCv-D/Red_Death_Ray.html

_________________________________________________________________________________________________________

 

Red Death Ray 2:

 

igil.jpg

 

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.

 

;)

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[D]ohkito

Still go to the Original one. But, its nice see some different color.  :)

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Kim
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. xD

 

I don't even have a mage, just did this to some people who thinks that red is cooler. kakaka

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[D]ohkito

Try black? I wonder how would it looks like...  ???

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Kim
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. =\

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JoeHandsome

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)  :)

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[D]ohkito

Wooot, some Dark Magicians may raise! huhuhuhuh BEWARE*! >:D

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Kim

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!

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Kim

Updated with a new red death ray, with a darker red. xD

 

 

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. =\

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Kim

Updated with a new red death ray, with a darker red. xD

 

 

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. .-.

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JoeHandsome

Updated with a new red death ray, with a darker red. xD

 

 

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 :)

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Kim

Updated with a new red death ray, with a darker red. xD

 

 

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.  :)

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JoeHandsome

Updated with a new red death ray, with a darker red. xD

 

 

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.

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Crius

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.

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Crius

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)
    }
}

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Kim

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. xD

 

 

 

Then use #000001.

 

I made a pure #000001 black .bmp, but got transparent too. =\

 

Whatever, i'll make an white one, its badass too. *-*

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Crius

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.

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