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Recolouring Weapon FX?

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7 years ago
Sep 16, 2017, 2:48:35 PM

So I've just been looking through Amplitude's mod manual and examples - thanks so much for these, I'm a bit illiterate when it comes to this side of tech. Throw the textures at me in PS and I can handle that, albeit with some guesswork on how they 'fold'. XML files? Not so much.


That said, I see no indication of whether we can access and modify assets other than those available via the in game export, and if so, whether the particle effects for weapon types would be accessible at all? And then, what applications would be requisite to pull that off. 


My aim is to recolour the non-strategic weapons so they aren't all white, as it looks weird and is a significant downgrade to battle visuals. I'd intend to make all the beams red, the lasers cyan, and the projectile slugs something of a conventional kinetic/bullet colour.


Like so:


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7 years ago
Nov 17, 2017, 10:17:47 PM

Bump for interest, although I'd like to know more about moddong/recolouring the engine FX as well. I suppose they're in similar place...

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7 years ago
Dec 5, 2017, 2:22:05 PM

Hey folks!

It's currently impossible to 'create' new colors or visuals for the weapon FX, but it's possible to re-bind the ones that are used for each weapon.


Look into the SalvoDefinitions.xml file in the game's Public folder to see how each type of weapon is linked to a prefab (aka visual).
I think you can override these definitions with a mod, which links them to the prefab of your choice.


You could technically have laser weapons that shoot missiles for some reason, but it would probably cause issues... I think?

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7 years ago
Dec 9, 2017, 3:06:12 PM

How could it be impossible? That seems like a rather difficult engine to work with for all parties involved.

MonAmiral wrote:

Hey folks!

It's currently impossible to 'create' new colors or visuals for the weapon FX, but it's possible to re-bind the ones that are used for each weapon.


Look into the SalvoDefinitions.xml file in the game's Public folder to see how each type of weapon is linked to a prefab (aka visual).
I think you can override these definitions with a mod, which links them to the prefab of your choice.


You could technically have laser weapons that shoot missiles for some reason, but it would probably cause issues... I think?


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7 years ago
Dec 9, 2017, 4:09:18 PM

Not sure if it's appopriate to write here, because this thread about weapon FX. However, I would really love to be able to recolor engine FX, or at least swap existing ones. I worked on Vodyani ship reskin and I felt this functionality really missing, can't create skin+engine combination that satisfies my personal taste without possibility to change FX of the latter.

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7 years ago
Dec 9, 2017, 5:00:48 PM

I think the big problem is that they do some things in the Unity editor, and so some of what they do is not accessible via xml.


If you're curious more about how the process works, it might be worth doing research on Unity or experimenting a little bit with the Unity engine. You wouldn't able to edit anything related to ES2, but it would make it easier to understand what they're doing exactly and why sometimes things don't work the way we would like them to work.


I think they could make programming changes some day to accomdate changes like these (being able to import these things), but it might be pretty complicated and it's probably an extremely big "ask" that would probably take a lot of resources.

Updated 7 years ago.
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7 years ago
Dec 11, 2017, 11:11:34 AM

As lilyophelia said, some elements of the game can't be changed via XML, and must be modified directly in the game engine, prior to building the game executable.

In this case, it's a matter of modifying/creating prefabs and materials, which is impossible without the sources of the game.


For the engines FX, these are included in the Ship prefabs, and cannot be modified either, as far as I know.

Updated 7 years ago.
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