Replacing the hyperspace animation? is it possible? and what is required?
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sure minimi, that would be great! im looking forward to seeing what it looks like and how it can be altered.
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Thanks for the offer here, Minime. As FWs Mod head, I really do appreciate all the help
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Mail sent, Zaxx. Usually Iām too tired to put a coherent post together speaking of whichā¦ um add a .flmod extension on that and itās all set to toss in flmm. Glad to be of service gents.
Oh, that effect, youāll likely have to trim a couple sections out (there are a couple glows on the sides, and 1 at top and bottom) but after that itās got potential methinks. Was pondering doing just that for another project, if making sense of which parts to trim gets too annoyingā¦ Iāll likely be doing that effect today or tomorrow. Fun toying with the stuff though, if youāve the free time, and well worth knowing. -
thaks mini me. i have been a little busy and distracted, but i took a look there. sent you an email too, i wasnt able to nail down where the animation was located in the files. i looked at them in notepad but im still lost.
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Ah okie, that was so you could preview the effect as it is now in-game -just placed for easy / quick access. The animation itself is listed in the <freelancer directory=āā>DATA \ FX \ effects.ini as:
[Effect] nickname = outer_sanctum_shield effect_type = EFT_EQUIP_ATTACHED_LARGE vis_effect = outer_sanctum_shield -OR-- [Effect] nickname = outer_sanctum_shieldgen effect_type = EFT_EQUIP_ATTACHED_LARGE vis_effect = outer_sanctum_shieldgen
And those refer to effects laid out in DATA \ FX \ MISC \ misc_ale.ini as:
[VisEffect] nickname = outer_sanctum_shield alchemy = fx\misc\outer_sanctum_shield.ale effect_crc = -475758399 textures = fx\organism.txm textures = fx\planetflare.txm textures = fx\beam.txm textures = fx\sarma.txm textures = fx\newglows.txm --OR-- [VisEffect] nickname = outer_sanctum_shieldgen alchemy = fx\misc\outer_sanctum_shield.ale effect_crc = -427804124 textures = fx\organism.txm textures = fx\planetflare.txm textures = fx\beam.txm textures = fx\sarma.txm textures = fx\newglows.txm
In that same directory you will find the ALE file which is listed in the above sections
(outer_sanctum_shield.ale)Once you decompile that file with LSās ALE editor, you can remove the un-needed sections, and tweak speed / animate speed, etc.
Still fixing the SUR file on my base, but after that Iāll crack open that file and mess around a bit with it</freelancer>
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thanks for pointing me to the correct file. im really interested in seeing this come together!
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Hi, if I may add to this post, this is good that someone wants to create a new jump tunnel effect. A while back I created an effect using the tlr_power_out.ale file that very closely resembles your screenshots, seriously. I wanted to do the whole replace the jump tunnel effect and add this one to the game instead, but Iām too busy studying and working on other projects.
I donāt have the files (at work now) but i did put the code aside for later so i suppose I could post it here for you when I get a chance (asap). I can also quickly add the effect to a weapon and make a little video if you like.
But if you want to decode the ale I mentioned then you will see that the appearence sections and emitters are duplicated with different names (the tradelane power out has the animated electric rings both above and below the y plane) for each ring and under the node_transform for each emitter you will see that there is an entry with a value of ,250, and the other emitter will have ,-250, (sorry I canāt be more specific but it was a while back). You can keep the duplicate sections and just change the 250 and -250 to 0 and then check the effect out ingame and you will see where I am going with this.
I will post the code soon tho.
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thanks aden any help figuring this out is appreciated.
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OK, I checked out the code I was talking about and it seems I strayed quite abit from the actual tlr_power_out settings.
I donāt know how to add an attachment cause i have compiled the effect and I can just post it here (its like 2kb). And now I donāt have the code with me :-.