| 09-02-2004, 08:09 PM | #1 |
Probably a rather simple question, but something I cannot seem to solve with vertex editing... how do I remove the fire from a modified Altar of Storms? You know, the small glowy flames coming from atop of the twin pillars. When removing particle emitters, I can no longer change the MDL back to MDX... unless maybe if I know the right one. If anyone can help, that'd be greeeaaat. M'kay? ![]() I I believe you ha-have my stapler? :o |
| 09-03-2004, 07:29 AM | #2 |
well, vertex editing will get you nowhere as the flames are particles, the only way to get rid of them is to delete the emmitors like you said, but mebe your not doing it right? try again and it could work |
| 09-03-2004, 09:02 AM | #3 |
Any easy way to check which particles I should be deleting? They're all named vaguely, and somewhat awkwardly. :\ |
| 09-03-2004, 04:46 PM | #4 |
You could probably figure out which emitter to delete by seeing which texture its TextureId line points to. If there aren't too many emitters, though, you might as well blindly guess and check. Anyway, the easiest (but not neatest) way to remove emitters is to just set their emission rate to 0. You'll see a line in each of them that looks like Static EmissionRate ###,. Just change the number to 0. |
| 09-03-2004, 08:09 PM | #5 | |
Quote:
I'll try that. Did I mention that you rock? |
| 09-07-2004, 11:30 AM | #6 |
To find out which emitters you need to turn off, check the visibility header and locate which emitter is enabled during the stand work anim frame.Solves alot of issues |
| 09-07-2004, 11:37 AM | #7 | |
Quote:
Methinks the 'Stand Work' animation of the Altar of Storms only activates the 'lightning' emitters between pillars. I'll check. |
| 09-07-2004, 02:59 PM | #8 |
hm wait, do you fire like when the building is damaged? or do you mean animation specific emitters? Id you mean those fire damage models, you should check the models attachment points and ide them in every anim |
