Author Topic: Powers with Sound and FX?  (Read 4456 times)

RedWing

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Powers with Sound and FX?
« on: April 15, 2016, 04:03:26 AM »
I'm quite new to the Titan community. I saw the anniversary announcement about Paragon Chat and started messing around with Titan Icon today. I have a few questions regarding powers:

How do I get the powers from the /mov command to show up with sound and FX? I tried searching through the boards and saw the /load_costume option, but there wasnt any specific instructions on how to actually add the FX/Sound to the costume file. Can anyone help or clarify what to do in the costume file?

My tanker was originally fire/ss, but im having trouble finding the commands for both. I am using the link Jeff gave below:
http://www.cohtitan.com/forum/index.php/topic,11302.0.html

Thank You!

Jeff Anderson

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Re: Powers with Sound and FX?
« Reply #1 on: April 16, 2016, 01:23:22 PM »
Not easily, but some good news...

1) follow these instructions to do it manually
http://www.cohtitan.com/forum/index.php/topic,9216.msg191279.html#msg191279
2) I am working on an application that allows you to associate character with sound, mov, and FX, or any combination thereof, in any sequence. All UI based. I have a working version which you can download, but's its, well buggy and may be hard to install. be as that may it is feature complete https://www.dropbox.com/sh/ma3x5i0rkvlujsa/AAB4no0H1xSPhQqX35r9iEXJa?dl=0

I have two developers working oversees on a polished / professional version that should have a release ready in a couple of week. One of them is going through the source code and patching it so animations can fire in any direction. Fingers crossed that he is successful!

Garble

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Re: Powers with Sound and FX?
« Reply #2 on: April 16, 2016, 03:51:57 PM »
Something you need to understand is that power animations were actually a combination of animations. The exact combo for each power was coordinated by the servers.
We now have to coordinate them ourselves.

There are 2 kinds of animations:

MOV animations tell your toon's body how to pose and move. You can execute them in Icon by typing /mov followed by the animation name.
MOV animation names can be found here: https://cohrevival.com/codex/dmovs.html

FX animations summon the particles and sounds associated with powers. The only way I know to execute them in Icon is to edit a costume file by adding the fx name to a spot in the costume file's text where it says "Fx none". FX animations that are listed as "Maintained" will cycle over and over on the costume. "OneShot" fx animations execute only once when the costume is loaded (or reloaded).
FX animation names can be found here: https://cohrevival.com/codex/dfxs.html



To coordinate the 2 animations you can create a macro that executes a MOV command and loads a costume (with an FX in it) at the same time.
/macro "blast" "mov mouth$$loadcostume fxtest"
That command would create a grey button in your power tray titled "blast" that when pressed executes the mov "mouth" and loads a costume named "fxtest"

More details are here:
http://www.cohtitan.com/forum/index.php/topic,9216.0.html

wyldhunt explains how to add an FX to a costume file near the top of the thread. (you don't have to look through powers.bin fxinfo.bin, just use the 2nd link I gave)

Quote
1. Make a normal .costume file.
2. Make a copy of the .costume file.
3. Research powers.bin fxinfo.bin for the toggle powers I wanted. (E.g.: powers/ElectricityControl/ChargedArmor.fx for Electric Armor Charged Armor.)
4. Test each possible fx individually, like so:
4.1. Find an unused CostumePart FX entry in the copied .costume file, by searching within the copied .costume file for "Fx none," and making sure that the Geometry/Texture lines also have "none" in their entries (otherwise, you could overwrite another part of your costume).
4.2: Replace the "none" after "Fx " with the name of the .fx I want to use. (E.g.: "Fx powers/ElectricityControl/ChargedArmor.fx").
4.3: Save the changes in the new .costume file.
4.4: Fire up Icon, and while in a zone (NOT in the character creator as Icon will abend), /load_costume with the new file. If the .fx shows up, great! Otherwise (likely Icon abends), repeat from 4.1.
5. After each .fx is tested, use the Color1 and Color2 lines in the .costume file to customize the color of each power. Remember to save changes and test. Also remember that .costume file colors are BGR rather than RGB (reference http://paragonwiki.com/wiki/Costume_file for .costume file details).

Garble (me) explains how fit it all together half way through the thread.

Quote
So I experimented some more and found a way to sort of execute power animations.
First I edited a costume file and added a OneShot fx from scuzzbopper's list (in this case (POWERS/COSMICPOWERS/PEACEBRINGER/XRAYBEAM/XRAYBEAM.FX) to one of the empty fx spots and named the costume "FXtest"
Then I entered the game and loaded the costume. When the costume loads the oneshot fx triggers its animation once and then ends.
Then I made a macro called "Blast" that has a mov animation and re-loads the same costume again so the fx will trigger again. (/macro "blast" "mov mouth$$loadcostume fxtest")

RedWing

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Re: Powers with Sound and FX?
« Reply #3 on: April 16, 2016, 10:51:01 PM »
Thank you guys so much, your information and links helped me get the animations/fx to work together!  :)

Jeff Anderson

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Re: Powers with Sound and FX?
« Reply #4 on: April 20, 2016, 12:02:21 AM »
Ya, the application that I am writing automates the process of combining multiple mov & FX inserts/loadcostume & playing sound files based on a per character config file, through a user accessible UI. The main issue being that powers all fire to 0,0,0 so working on exploring how that can be modified...

Azrael

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Re: Powers with Sound and FX?
« Reply #5 on: April 21, 2016, 06:25:49 PM »
I see.  Curiously.

Azrael.

Jeff Anderson

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Re: Powers with Sound and FX?
« Reply #6 on: April 22, 2016, 01:54:03 PM »
I have a develop currently trying to patch the Icon source so that 0,0,0 can be customized, but no luck so far. Apparently the power targeting memory structure is not affecting the power or some such. I've asked him to post his research on this site, which he will do shortly. Maybe one of the resident guru's will have some insight.