Not sure if any of you know this, but I'm trying to figure out how to add a "glow" effect to an.. well, an effect. An example of these is the unlooted effect and the sunscrop effect - they lighten up the area around itself.
Looking at sunscope's definition, I just see
TEquipItemData
Code:
{
string effectEntName = "effect_sunscope_01.ent"
}
..which isn't very useful since that just leads to here:
Code:
DEFINE_ENTITY EffectEnt
{
string type = "special_effect"
string effectDef = "effect_sunscope_01.def"
float impactTime = 1
float DVPSsphereSize = 3
bool worldEffect = false
bool selectable = false
bool playerSelectable = false
bool boundVolCollide = false
int effectMinLevel = 1
int effectMaxLevel = 1
}
Knowing that sunscope brightness levels change per tier, I compared the two entity files and nothing was different besides which definition file it pointed to.
Unfortunately this led to a dead end, as I can't open binary effect files and those are the only ones left. (.rtm)
Now, I investigated "unlooted" to see if that helped any.
This one's definition file is a lot more beefed up, but I'm not hugely sure how to read it fully. I'm also not sure if any of these really gives a "glow" effect either.. diffuse RGB (or differential), ambience RGB, specular RGB, radius, flicker rate, flicker magnitude, pulse rate, etc etc.
For the heck of it, I threw this:
Code:
float diffR = 0.3
float diffG = 0.3
float diffB = 1
float ambR = 0.01
float ambG = 0.01
float ambB = 0.1
into my file to see if anything happened, which nothing did, sadly.
Funnily enough, none of these had a .sha file to look at, either.
So I'm worried that the environmental glow effect is hidden in the rtm files.. which I can't access. Anyone know how to find it?