MatthewStarWars
Member
- Joined
- Jan 25, 2013
- Messages
- 73
So guys, I was also wondering, if the blaster effects and such could be implemented in swgemu also, as they are far better in my opinion and I think it would be great to see.
Ah right, well this is my first time in modding SWG so im finding it completely confusing lol. I have modded other game textures before, but with SWG its all links to this and chains to that lol, it never ends!Timbab said:Well I don't have the time, so you have to figure it out.
If you put NGE textures into a texture folder in the SWGEmu directory, then yes it'll replace the bolt textures as long as they're named correctly.
For instance, if the NGE bolt is called "pt_bolt2" and the preCU bolt is called "pt_bolt1", you'd have to rename the NGE bolt to "pt_bolt1" so the client reads and overwrites the .tre files.
That's just one step, I don't know how the NGE effects changed, but it's likely that there was more than just a texture change.
For example, if an NGE effect moves a texture from A to B to C in 3 seconds, and a preCU texture just moves the bolt texture from A to B in 2 seconds, all a texture replacement does is use the NGE texture on that A to B in 2 seconds effect from preCU, so in a 2D visual sense it's the new, but it functions like preCU.
SWG links files together to make up something, for example a static model links to a .sht and a .dds, the .sht shades the model and the texture colors it (and the alpha layer in the .dds affects how the model is shaded). You can't just copy the model and expect everything to work unless the link chain is identical, but with effects it's most likely not.
Look into .prt and .cef files to see to what they link and try to understand the difference between the NGE and preCU 'link' chains. A simple copy and paste of the chain might do the trick, I'm not sure, you'll have to try.
I'll try to check it out if I don't forget it in October when I have some time, if you can't figure it out.