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Author Topic: Teleport Skill particles  (Read 2641 times)

Offline aokj

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Teleport Skill particles
« on: December 30, 2017, 05:54:32 AM »
Hi folks :)
I'm having a bit of trouble with Particle... effects? animations? with a skill I'm fiddling with and was wondering if someone could point me in the right direction.

I'm trying to clone Frost Phase and replace the teleport animations with the Witch teleport animations


#1 is frost phase teleport initiation (MEDIA\PARTICLES\PLAYERSKILLS\ARBITER\FROSTPHASE\START.LAYOUT)
#2 is frost phase teleport exit   (MEDIA\PARTICLES\PLAYERSKILLS\ARBITER\FROSTPHASE\END.LAYOUT)
#3 is the witch teleport initiation (MEDIA\PARTICLES\MONSTERS\WITCH\TELEPORT_START.LAYOUT)
#4 is the witch teleport exit (MEDIA\PARTICLES\MONSTERS\WITCH\TELEPORT.LAYOUT)

So I cloned the Frost Phase skill, and opened up the TELEPORT.LAYOUT and then replaced START.LAYOUT (#1) with TELEPORT_START.LAYOUT (#3)


I can't figure out where END.LAYOUT (#2) is so I can replace that with TELEPORT.LAYOUT (#4).

The end result is that I have a wonky frost phase that starts with a witch teleport animation, but exits with a standard ice blast.


I can't for the life of me find where END.LAYOUT is referenced to replace the END.LAYOUT particles, though I suspect I'm just missing something super simple/obvious. Can anyone throw me a bone? Apologies for the awkward explanation, I'm not really familiar with the terminology I'm supposed to use, haha.
« Last Edit: December 30, 2017, 06:04:51 AM by aokj »

Offline Viz

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Re: Teleport Skill particles
« Reply #1 on: December 30, 2017, 06:41:18 AM »
Look hum_m/hum_f.animation, make a copy, edit the frostphase\end.layout there.

Oh and welcome to TM  :P
It's nice to see more people are interested in modding.

Offline aokj

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Re: Teleport Skill particles
« Reply #2 on: December 30, 2017, 09:09:55 AM »
oh shiiiiiiiit
thank you so much!

Offline Phanjam

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Re: Teleport Skill particles
« Reply #3 on: December 30, 2017, 05:22:49 PM »
Hey welcome @aokj ! Like viz said, nice to see more modders coming here for help ;)



Offline aokj

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Re: Teleport Skill particles
« Reply #4 on: December 31, 2017, 02:54:17 AM »
thanks for the welcome :)

as an addendum + for later self reference, I ended up going further and using this guide; rather than modifying frostphase\end.layout in HUM_M/HUM_F I copied SPECIAL_TELEPORT.SKELETON and renamed/retagged it to differentiate it and make it a separate animation, and then added a reference to the new animation in HUM_M/HUM_F.ANIMATION

upside to this is that I can now have multiple teleportation skills cloned from the same baseline, referencing different animations if I want (which admittedly is utterly pointless in a custom character class from a practical perspective, but lets me have thematically different but functionally identical mobility skills in different skill trees)

yay for being able to have both the green witch teleport and the purple grand regent teleport on the same character lol :P

Offline Phanjam

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Re: Teleport Skill particles
« Reply #5 on: December 31, 2017, 10:08:01 AM »
Ey good modding work @aokj ! Cant wait tonsee it in action  ;D

And good find on that tut by Drejn. I thought i had moved all those tl2 modding wiki articles over already (i set up that wiki a long time ago btw :P )

So do pls browse the wiki here (link should b near the top of every page) its got lots more articles now!



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