I have tried that a bit. One of the mods I posted uses that fpo. Its no wave and no sparkles.Btw @DeViL303 i just realized about something interesting... in BACKGROUND.mnu
https://www.psdevwiki.com/ps3/Lines.qrc#BACKGROUND.mnu
Code:#MNU_1.0 1 RED:float:1 1 GREEN:float:1 1 BLUE:float:1 2 RED:float:1 2 GREEN:float:1 2 BLUE:float:1 3 RED:float:0.847347 3 GREEN:float:0.846155 3 BLUE:float:0.846448 4 RED:float:0.92487 4 GREEN:float:0.922603 4 BLUE:float:0.922933 FOVY:float:71.846 COLOUR SHADER:int:0 // FPO shaders, posible values 0,1,2
The setting named COLOUR SHADER:int:0 seems to indicate which FPO files are going to be used by the wave, and there are 3 available options
Code:lines.qrc/lib/moyou/back_colours0.fpo lines.qrc/lib/moyou/back_colours1.fpo lines.qrc/lib/moyou/back_colours2.fpo
I dont remember if you tryed it already... but have you tryed to replace that names in the .sprx ? (just replacing the 0, by 1, or by 2)
I guess this is going to change the look of the wave...or the way how it moves... or dunno but are 3 different waves
Better said (and based in his name)... it seems is going to change the way how colors are applyed to the wave
Is the same concept of what you was doing replacing the shaders of the particles... but with the wave![]()
Any ideas for enabling debugGUI? We can enable the debug sparkles, So maybe the gui is still there. Its possible there is a menu with control or info on particles and the wave. I think I will use the DEX custom_render_plugin in case that helps.
I think there is more stuff to unlock here.
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