11-29-2003, 01:12 PM
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#1
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A Shissar Defiler
Join Date: Oct 2003
Posts: 170
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The DDS files...
Anyone know of a program that can open these? ( They're located in the Everquest directory under SpellEffects folder )
Anyone tried messing with them...?
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11-29-2003, 01:23 PM
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#2
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A Shissar Defiler
Join Date: Oct 2003
Posts: 170
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THIS was located in the ini file called PATH in the SpellEffects folder -
Any idea what this stuff means...? Or is it just details about the spell particle engine?
(pasted directly and shrunk to save space)
--------------
[Path]
ControlSegmentLength=10
MergeDistance=10
ExtendDistance=10
SegmentLength=2
LODFactor=0
SoundDistance=50
SoundLoopVolume=1
SoundLoopSpeed=100
Texture=path
FrameCount=0
Duration=10
InitialLength=25
GrowSpeed=0.1
TextureScale=0.03
TextureSpeed=.005
FloorOffset=1
TwistFactor=.3
TwistSpeed=.005
CurveScale=10
Alpha=180
Additive=1
OpaqueStart=5
OpaqueEnd=15
FadeStart=120
FadeEnd=200
FinishRange=10
SineRadiusX=1.5
SineSpeedX=0.001
SineOffsetX=1
SinePeriodX=0.1
SineRadiusY=1.5
SineSpeedY=0.002
SineOffsetY=0.5
SinePeriodY=0.1
SineRadiusZ=1.0
SineSpeedZ=0.0005
SineOffsetZ=0
SinePeriodZ=0.1
ScaleMin=1.0
ScaleMax=1.0
ScaleSpeed=0.01
ShapeSet=ShapeSet1
EmitterSpeed=0.02
EmitterPeriod=2000
EmitterStartCoordinate=0
MaxEmitterCount=10
Emitter0=Emitter1157
Emitter1=Emitter1158
Emitter2=Emitter1159
Emitter3=Emitter1160
FinishEmitter0=FinishEmitter0
FinishEmitter1=FinishEmitter1
FinishEmitter2=FinishEmitter2
FinishEmitter3=FinishEmitter3
[Emitter1157]
Definition=1157
LifeSpan=5000
Density=1
Opacity=1
[Emitter1158]
Definition=1158
LifeSpan=5000
Density=1
Opacity=1
[Emitter1159]
Definition=1159
LifeSpan=5000
Density=1
Opacity=1
[Emitter1160]
Definition=1160
LifeSpan=5000
Density=1
Opacity=1
[FinishEmitter0]
Definition=1190
LifeSpan=5000
Density=1
Opacity=1
[FinishEmitter1]
Definition=1191
LifeSpan=5000
Density=1
Opacity=1
[FinishEmitter2]
Definition=1193
LifeSpan=5000
Density=1
Opacity=1
[FinishEmitter3]
Definition=1193
LifeSpan=5000
Density=1
Opacity=1
[ShapeSet1]
Shape1
Shape2
Shape3
Shape4
[Shape1]
X=.1
Y=.2
Twist=1
Scale=1
Points=6
Red=255
Green=255
Blue=255
Alpha=40
TextureScale=1
[Shape2]
X=.12
Y=.2
Twist=1
Scale=.6
Points=6
Red=255
Green=255
Blue=255
Alpha=40
TextureScale=1
[Shape3]
X=.2
Y=.7
Twist=-.6
Scale=.3
Points=6
Red=255
Green=255
Blue=255
Alpha=50
TextureScale=1
[Shape4]
X=.8
Y=.2
Twist=1.3
Scale=.2
Points=6
Red=255
Green=255
Blue=255
Alpha=70
TextureScale=1
[ShapeSet2]
ShapeB2
ShapeB3
ShapeB4
[ShapeB1]
X=0
Y=0
Twist=1
Scale=1
Points=8
Red=255
Green=255
Blue=255
Alpha=255
TextureScale=0.5
[ShapeB2]
X=2
Twist=1.2
Scale=0.8
Points=6
Red=128
Green=228
Blue=255
Alpha=255
TextureScale=1.0
[ShapeB3]
Y=2
Twist=1.5
Scale=0.5
Points=4
Red=255
Green=125
Blue=255
Alpha=255
TextureScale=1.5
[ShapeB4]
X=2
Y=2
Twist=1
Scale=0.15
Points=3
Red=125
Green=255
Blue=255
Alpha=255
TextureScale=1.8
[instructions]
# Distance between control points. If the path points from the server has gaps larger than this,
# control points that rest on the spline containing them will be created.
ControlSegmentLength=10
# Minimum segment length. If smaller than ControlSegmentLength, will be placed on the
# spline that contains the control points.
SegmentLength=1
# Texture is the filename prefix to use for the the line. It will use the EQ game directory
# if a plain name is given, but the name can be a full pathname also.
;Texture=H:\destus\Path\TubePathTraslation\Smoke4
# FrameCount of 0 will cause 'Texture/ to be loaded wath just a .tga extension.
# FrameCount > 0 will cause the Texture#.tga to be loaded for each frame (no preceeding zeros)
FrameCount=0
# Duration controls how many milliseconds to show each frame of the texture animation
Duration=10
# InitialLength determines how much of the line is initially visible
InitialLength=1
# GrowSpeed controls how fast the line extends towards the goal.
GrowSpeed=0.05
# TextureScale controls how much of the texure is used per line segment. Negative values will
# reverse it's direction.
TextureScale=0.02
# TextureSpeed controls how fast the texture is UV animated
TextureSpeed=.005
# FloorOffset controls how far off the ground the pathing line is placed relative to player height
FloorOffset=1.0
# ShapeSet is the name of a [Section] in this file that has a list of shape names to use for this line.
ShapeSet=ShapeSet1
#
# Note: If the following sounds are in the EQ play directory they will be played at the appropriate time:
# FIND_START.wa~, FIND_LOOP.wav$ FIND_ABORT.wav, FIND_COMPLETE.wav
#
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11-29-2003, 02:47 PM
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#3
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Lord Dolby of Veeshan
Join Date: Jul 2002
Server: Veeshan
Posts: 2,397
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Nothing that I know of opens DDS. I think if you were to change anything the patcher would just patch over it since the MD5SUM or what ever it checks is not the same.
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12-04-2003, 02:38 PM
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#4
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A Gray Wolf
Join Date: Sep 2002
Server: Povar
Posts: 9
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there is one
actually there is an addon for paintshop pro 7 and photoshop pro 7 I have both that you can get that will allow you to manipulate dds files
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'First shalt thou take out the Holy Pin. Then, shalt thou count to three. No more. No less. Three shalt be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, nor either count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then, lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in My sight, shall snuff it.'-monty python and the search for the holy grail
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