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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
  Quote
ohkito" post="562951" timestamp="1377451986"]

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

Read more  

 

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
  Quote
ohkito" post="562959" timestamp="1377453432"]

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

Read more  

 

I tried. Game system recognizes it as transparent color. No ray at all. =\

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JoeHandsome
  On 8/25/2013 at 6:04 PM, Kim said:

  Quote
ohkito link=topic=96312.msg562959#msg562959 date=1377453432]

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

Read more  

 

I tried. Game system recognizes it as transparent color. No ray at all. =\

Read more  

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
  On 8/25/2013 at 7:26 PM, Wartale said:

  Quote

  Quote
ohkito link=topic=96312.msg562959#msg562959 date=1377453432]

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

Read more  

 

I tried. Game system recognizes it as transparent color. No ray at all. =\

Read more  

Try (0, 0, 0, 255)  :)

Read more  

 

Ty Wartale! I'll test it!

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Kim

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

 

 

  On 8/25/2013 at 7:19 PM, JAI said:

Is it possible to turn the circled area red as well?

Read more  

 

I'll have to find the archives for this green areas, it may take some time. =\

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Kim
  On 8/25/2013 at 7:48 PM, Cackto said:

  Quote

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

 

 

  Quote

Is it possible to turn the circled area red as well?

Read more  

 

I'll have to find the archives for this green areas, it may take some time. =\

Read more  

 

DeadLayHit1.

DeadLayStart1.

 

=)

Read more  

 

Ty Caquito! *-*

 

 

@Wartale what u mean by 0,0,0,255? I tried the pure black, got transparent. .-.

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JoeHandsome
  On 8/25/2013 at 7:53 PM, Kim said:

  Quote

  Quote

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

 

 

  Quote

Is it possible to turn the circled area red as well?

Read more  

 

I'll have to find the archives for this green areas, it may take some time. =\

Read more  

 

DeadLayHit1.

DeadLayStart1.

 

=)

Read more  

 

Ty Caquito! *-*

 

 

@Wartale what u mean by 0,0,0,255? I tried the pure black, got transparent. .-.

Read more  

Post the part of the script where the color is applied here :)

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Kim
  On 8/25/2013 at 8:03 PM, Wartale said:

  Quote

  Quote

  Quote

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

 

 

  Quote

Is it possible to turn the circled area red as well?

Read more  

 

I'll have to find the archives for this green areas, it may take some time. =\

Read more  

 

DeadLayHit1.

DeadLayStart1.

 

=)

Read more  

 

Ty Caquito! *-*

 

 

@Wartale what u mean by 0,0,0,255? I tried the pure black, got transparent. .-.

Read more  

Post the part of the script where the color is applied here :)

Read more  

 

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
  On 8/25/2013 at 8:12 PM, Kim said:

  Quote

  Quote

  Quote

  Quote

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

 

 

  Quote

Is it possible to turn the circled area red as well?

Read more  

 

I'll have to find the archives for this green areas, it may take some time. =\

Read more  

 

DeadLayHit1.

DeadLayStart1.

 

=)

Read more  

 

Ty Caquito! *-*

 

 

@Wartale what u mean by 0,0,0,255? I tried the pure black, got transparent. .-.

Read more  

Post the part of the script where the color is applied here :)

Read more  

 

Ah, scripts... I have no idea how to deal with this things...  :-[

 

I just changed the color on the bmp patched archive.  :)

Read more  

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
  On 8/25/2013 at 8:45 PM, Crius said:

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)
    }
}

Read more  

 

Wow, thanks! I'll copy this to my archives, and upload with the red death ray. xD

 

 

 

  Quote

Then use #000001.

Read more  

 

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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