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SFX: Too much, or too little?

09-03-2008, 07:57 PM#1
Kyrbi0
Hidden information:
This question applies directly to the modified Death Knight I'm working on, but more broadly to anytime I want to add/make SFX on a unit.


I am modifying Whitehorn's Death Knight resource; giving it better (**opinion!**) particles. Anyway, this could be about how to properly edit particles (which is still giving me difficulty), but more importantly, I am asking about the intensity of particles.

See, I set the particles to a specific intensity (with speed, emission rate, time, decay time, etc) or brightness. It looked fine in Magos. Then I loaded it onto Wc3 itself, and they looked puny! The constant "green-staff-flames" peters off quickly, and the Spell sfx are bleached out and barely visible.

I've attached the test map and just the plain 'ol model for examination. Help would be appreciated (not just in making his sfx better/more noticeable, but in general, how strong sfx can and should be).
Attached Files
File type: zipModified Death Knight.zip (211.6 KB)