ohgoditburns submitted a new mod: Headlights and Leg Actuators - Tiered headlights and run/jump boosts for armor Read more about this mod...
Hey, just as a question, could you tone back the omnidirectional glow, because the directional glow is barely noticeable at Titanium tier onwards. I like the idea of the foreward-mounted lights, that makes sense, but the all-around glow has been, for me, a bit too much. Well, maybe the end-tier Manipulator armor (Rubium and Cerulium) would be good with a bright all-around glow. After all, they're the 'caster' armor. But the others just have too much glow otherwise. It ruins the atmosphere in the dungeons and the like, but I like them when mining. but if I can't use them while on a high-tier mission or in a dungeon... well, that's kinda saddening. Or, if you're not willing to make those changes, can you at least tell me how to make them myself?
I don't currently have plans to tweak it. Right now all of the glows also pulsate a little in brightness. The easiest way to reduce the glow would be to change the flickerminintensity and flickermaxintensity to be something lower all around. Personally, I feel like top tier armor should more or less have 'nightvision' completely eliminating the effect of darkness, but I understand how others may disagree.[DOUBLEPOST=1424041685][/DOUBLEPOST] To be clear, you want to edit the stats/effects/armorglow/.animation files.
What data values do I need to change, exactly? I don't have any existing experience with the given coding language nor with the format used in these files.
Here is an example Code: { "lights" : { "glow" : { "active" : true, "position" : [0, 0], "color" : [155, 255, 255], "flickerPeriod" : 5, "flickerMinIntensity" : 0.8, "flickerMaxIntensity" : 1 }, "beam1" : { "active" : true, "position" : [0.5, 0.8], "color" : [155, 255, 255], "pointLight" : true, "pointAngle" : 0, "pointBeam" : 0.8 } } } Change to Code: { "lights" : { "glow" : { "active" : true, "position" : [0, 0], "color" : [155, 255, 255], "flickerPeriod" : 5, "flickerMinIntensity" : 0.4, "flickerMaxIntensity" : 0.6 }, "beam1" : { "active" : true, "position" : [0.5, 0.8], "color" : [155, 255, 255], "pointLight" : true, "pointAngle" : 0, "pointBeam" : 0.8 } } } This is a JSON object. All that has changed here is the number values for the keys "flickerMinIntesnity" and "flickerMaxIntensity". You would need to change this to appropriate values for all the glows. The name "glow" isn't a game term. It's just my term for the 'glow' effect. "beam1" is the forward facing beam. Intensity is a function of both color (on a RGB 0-255 for each). As far as I can tell you can't make it brighter than 255. Using the flicker intensity instead of just scaling down the RGB values allows you to keep the correct hues for the material[DOUBLEPOST=1424064932][/DOUBLEPOST] Huh. That would be because I somehow didn't add files for avian armors. I will check all the races and reupload.
ohgoditburns updated Headlights and Leg Actuators with a new update entry: Added avian armors Read the rest of this update entry...
Just looked through the Avian armor folders in the Items/Armors/Avian subfolders and didn't see any of the head.patch or leg.patch files.
ohgoditburns updated Headlights and Leg Actuators with a new update entry: Actually fixed. Read the rest of this update entry...[DOUBLEPOST=1424071665][/DOUBLEPOST] Ok. It's fixed now. I think the problem was that I didn't update the version string and so it didn't update the resource. Anyway, I downloaded, unpacked, and confirmed that the files were there. Thanks for your patience and feedback.
No problem, I applied my own little band-aid fix after finding out but didn't get around to posting. I just copied and pasted the apextier patch files for the heads and legs and put the appropriate tiers in the avian folders and renamed the apex part of the patch files to avian and it worked just fine. So apextier10.legs.patch was copied and pasted into avian-tier10 and renamed to aviantier10.legs.patch
maybe it 's a dumb question but how it works ? is it with an object we have to craft or an armor ? sorry i am silly sometimes, nice idear anycase
The mod alters the racial head and leg armors that you would normally craft anyway. So you don't need to make additional items.