Re: Effects showroom!
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Hrm, is it possible to have damage parts on a projectile model? Or attach a fuse to one which keeps the emitter intact on a separated piece? You might extend the life of the part emitting its trail by giving that part more hitpoints than the explosion damage. But still you’d limited to the engine lifespan.
Either way, you may wish to bring back in a fade to 0 opacity. One which scales by the engine lifespan so the effect doesn’t just wink out all at once -but allows for enough distance to be less noticeable when it does end.ps: I haven’t yet worked on ammo models, so forgive my lack of knowledge on the possibilities for the first two statements.
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in order for me 2 impress ya all i need HELP: http://the-starport.net/component/option,com_smf/Itemid,26/topic,781.msg5957/topicseen,1/#new
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lol, i was waiting for someone to showcase a sun ALE, i wanna show ours but we dont wanna ruin it lol
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The majority of Firekiss’s stuff looks like modded textures as well as the effects. I’ve messed around a bit with the modified textures, I made my own smoke texture that nobody besides me could honestly tell the difference of, but I think it looks better. You can see it in the last batch of screenshots I posted with the missile spamming. It’s much smoother and not as spiky as the vanilla ones.
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I seriously love them smoke FX Why, its just given me an idea ^^
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One of my ultimate effect dreams for Freelancer, aside from the missiles that didn’t work, was a Battlestar Galactica style flak screen. Well, after some furious coding, I managed to finally do it. Don’t ask me how this functions as an actual weapons system because I haven’t a clue. I just wanted my flak screens.
Images do not do it justice however.
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THAT is SERIOUSLY AWESOME.