Currently it is hardcoded so that the power generator 'rings', repair effects, commander, EMP and NEXUS link 'beams' and fire based weaponry (also includes NEXUS' plasma mortar) all use the same effect model (base\effects\fxft.pie). I find this a nightmare for modding the game since changing the model or the textures changes all of them.
My suggestions for removing this problem include
using different models for each of the effects,
using the projectile GFX for these weapon types to create the beam/flame, the power generator rings and the repair effect would still use the same model, but this could be avoided using a combination of the two.
The first method is probably more simple than the second, but the second allows for two different flame based weapons to use a different effect, this could for example be used on thermite and normal flamer cyborgs to make distinguishing between them easier.
Split the uses of fxft.pie
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Mysteryem
- Global Moderator

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Split the uses of fxft.pie
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Per
- Warzone 2100 Team Member

- Posts: 3780
- Joined: 03 Aug 2006, 19:39
Re: Split the uses of fxft.pie
Splitting it up sounds like a good idea.
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Buginator
- Professional

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- Joined: 04 Nov 2007, 02:20
Re: Split the uses of fxft.pie
What he said.Per wrote:Splitting it up sounds like a good idea.
and it ends here.