Aww, so many game modes were planned for World
Apr 12, 2016 13:37:00 GMT
Kacpa2, Major Lazor, and 5 more like this
Post by amaratha on Apr 12, 2016 13:37:00 GMT
I've been fooling around with VLT Edit.
So far I've realized how to modify emittergroup and emitterdata. Emittergroup is simply a listing of emitters from emitterdata that get applied by a given emitter.
There's also a TON of leftovers and unused stuff there.
Warning, long:
emcar_clover - the clover effect we can apply via mods (the one with clovers and rainbows)
emcar_snowflake - no prizes for guessing this one
emcar_coplightblue
emcar_coplightred
emcar_coplightwhite - can you say COPS?
emgame_cooldown_snowflakes - a long name for that cooldown effect when you hide from cops
emgeo_powerups - the stuff that gets displayed when u use powerups
emgeo_iconring1 - that ring around the icon of the powerup above your car
empart_magicon - the magnet icon that is displayed for traffic magnet
emgeo_jug01
emgeo_jug02 - juggernaut effect (front and back I assume)
emgeo_jugwake - the trail you get when using jug
emgeo_noswake - no prizes for this one
empart_ember1 to 3 - those small splashes of red you see when NOS'ing (4-5 are unused)
emgeo_magnet1 - that annoying huge orange pillar from traffic magnet
I guess shockwave is for team powerups.
fxgameflarebase contains a lot of neat stuff.
emgame_startline_beam is used by the finish/lap line supposedly but it's not really visible
fxgame_icon_geo3 and 4 are used in lots of places (those are the pillars of light we see on the map or when finishing a race)
fxgame_icon_drag contains several interesting things
fxgame_icon_flag is the finish line marker (the crossed flags)
Leftovers:
emcar_nos_fire and emcar_nos_glow don't seem to do anything
emcar_pwr_calltraffic seems to be a leftover from testing
emgeo_rabbitbeam
emgeo_rabbiticon
emgeo_sasuage & emgeo_pretzel
fx_game_icon_geo1
fx_game_icon_safe
And now for the emittergroups:
car:
fx_car_coplight... entries just call a single emitter (blue, white or red)
fx_car_snowtrail - guess what
fx_car_stpatrick - guess?
fx_car_pathfinder1 is a Carbon leftover
gameplay has a TON of stuff
fx_game_flare_green - see, they didn't even try to change the name from Carbon. This has the start/lap/finish line stuff.
fx_game_flare_blue - that's the start line. Doesn't do much. The on-screen lattice effects are handled somewhere else
fx_game_flare_red - was green or red the flare for finish in Carbon? Anyway, one is for circuits and the other is for point to point races.
But this is NFSW, we don't have flares per se, we have the other emitters! What did I say about pillars of light above? fx_game_icon_geo3 entries here have that nice blue suffix... what happens if we change the suffix to red? I think we can guess!
fxgame_icongrp has a ton of stuff, too.
I'm not sure what it does and some of it is leftovers (fxgame_icongrp_chop, fxgame_icongrp_lot, fxgame_icongrp_safe, fxgame_speedcam). These use the geo1 or geo2 entries.
racefx_mrkr_... are the markers we can see while driving around in freeroam.
I don't know what "explore" is or does, but "purs" is for TE and "race" is for races. However modifying the parent node is not enough to get, for instance, a different color of the pillars.
And by looking at the entries, we can see the developers planned a lot more game modes. All the icons are set to fx_game_icon_pursuit by default unless the mode actually got implemented. And all the pillars are set to geo3 and geo4, not geo1 or 2 as for leftovers. Let's see:
"chall" is probably challenge.
"chkpt" is probably checkpoint.
"cnyon" ... well, no points for guessing this one.
"crct" is circuit. This one actually got implemented.
"drg" is drag. Implemented!
"drift" is obvious.
"lapko". If you don't know what lapko is, you haven't played enough NFS.
"pcoop". Has an icon set but I'm damned if I know what this is. Some sort of a cooperative race.
"spdtrp". Speedtrap from MW.
"sprint". Sprints, duh - your typical point to point races. Implemented.
So far I've realized how to modify emittergroup and emitterdata. Emittergroup is simply a listing of emitters from emitterdata that get applied by a given emitter.
There's also a TON of leftovers and unused stuff there.
Warning, long:
emcar_clover - the clover effect we can apply via mods (the one with clovers and rainbows)
emcar_snowflake - no prizes for guessing this one
emcar_coplightblue
emcar_coplightred
emcar_coplightwhite - can you say COPS?
emgame_cooldown_snowflakes - a long name for that cooldown effect when you hide from cops
emgeo_powerups - the stuff that gets displayed when u use powerups
emgeo_iconring1 - that ring around the icon of the powerup above your car
empart_magicon - the magnet icon that is displayed for traffic magnet
emgeo_jug01
emgeo_jug02 - juggernaut effect (front and back I assume)
emgeo_jugwake - the trail you get when using jug
emgeo_noswake - no prizes for this one
empart_ember1 to 3 - those small splashes of red you see when NOS'ing (4-5 are unused)
emgeo_magnet1 - that annoying huge orange pillar from traffic magnet
I guess shockwave is for team powerups.
fxgameflarebase contains a lot of neat stuff.
emgame_startline_beam is used by the finish/lap line supposedly but it's not really visible
fxgame_icon_geo3 and 4 are used in lots of places (those are the pillars of light we see on the map or when finishing a race)
fxgame_icon_drag contains several interesting things
fxgame_icon_flag is the finish line marker (the crossed flags)
Leftovers:
emcar_nos_fire and emcar_nos_glow don't seem to do anything
emcar_pwr_calltraffic seems to be a leftover from testing
emgeo_rabbitbeam
emgeo_rabbiticon
emgeo_sasuage & emgeo_pretzel
fx_game_icon_geo1
fx_game_icon_safe
And now for the emittergroups:
car:
fx_car_coplight... entries just call a single emitter (blue, white or red)
fx_car_snowtrail - guess what
fx_car_stpatrick - guess?
fx_car_pathfinder1 is a Carbon leftover
gameplay has a TON of stuff
fx_game_flare_green - see, they didn't even try to change the name from Carbon. This has the start/lap/finish line stuff.
fx_game_flare_blue - that's the start line. Doesn't do much. The on-screen lattice effects are handled somewhere else
fx_game_flare_red - was green or red the flare for finish in Carbon? Anyway, one is for circuits and the other is for point to point races.
But this is NFSW, we don't have flares per se, we have the other emitters! What did I say about pillars of light above? fx_game_icon_geo3 entries here have that nice blue suffix... what happens if we change the suffix to red? I think we can guess!
fxgame_icongrp has a ton of stuff, too.
I'm not sure what it does and some of it is leftovers (fxgame_icongrp_chop, fxgame_icongrp_lot, fxgame_icongrp_safe, fxgame_speedcam). These use the geo1 or geo2 entries.
racefx_mrkr_... are the markers we can see while driving around in freeroam.
I don't know what "explore" is or does, but "purs" is for TE and "race" is for races. However modifying the parent node is not enough to get, for instance, a different color of the pillars.
And by looking at the entries, we can see the developers planned a lot more game modes. All the icons are set to fx_game_icon_pursuit by default unless the mode actually got implemented. And all the pillars are set to geo3 and geo4, not geo1 or 2 as for leftovers. Let's see:
"chall" is probably challenge.
"chkpt" is probably checkpoint.
"cnyon" ... well, no points for guessing this one.
"crct" is circuit. This one actually got implemented.
"drg" is drag. Implemented!
"drift" is obvious.
"lapko". If you don't know what lapko is, you haven't played enough NFS.
"pcoop". Has an icon set but I'm damned if I know what this is. Some sort of a cooperative race.
"spdtrp". Speedtrap from MW.
"sprint". Sprints, duh - your typical point to point races. Implemented.