Re: Effects showroom!
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thx! how to implement?
Tried this:
[VisEffect]
nickname = gf_explosion_flak
alchemy = fx\explosions\gf_explosion_super_flak.ale
effect_crc = 290209852
textures = fx\sarma.txm
textures = fx\lightbeam.txm
textures = fx\standardeffects.txm
textures = fx\kioncannon.txmbut that doesnt really work as expected
/edit works
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Yeah thx and i have the same problem…. effect doesn’t appear
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Sorry about that, I forgot to mention. You have to use the CRC calculator (found on Digital Brilliance) to get the effect_crc of the thingie. Alternatively, you can just copy the one I wrote.
[Edit] I guess the CRC has to match the nickname (not file name), because you used the same CRC as I did.
[VisEffect]
nickname = gf_explosion_super_flak
alchemy = fx\explosions\gf_explosion_super_flak.ale
effect_crc = 290209852
textures = fx\sarma.txm
textures = fx\lightbeam.txm
textures = fx\standardeffects.txm
textures = fx\kioncannon.txm -
I modified your effect a little bit:
- longer flame effect (like your first video)
- shorter smoke effect
- scaled down the whole effect
http://files.filefront.com/gf+explosion+super+flaktale/;11783873;/fileinfo.html
if someone’s interested
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Yes I’m interessted wodka.
Thank u both it works now.From the 1.7 credits:
- Flak explosion effect by Why485 (edited by wodka)
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http://www.youtube.com/watch?v=AqyR-mETepA&fmt=18
It is very difficult to see the subtleties of the effect in that video. I will have screenshots up shortly.
WOW, it seem like a really flak now.
How can you do this? i cant download the code but i think you make the flak ammo fast and have a short lifetime, did it?
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Firekiss, have you posted your extensive texture replacements and ale replacements anywhere? I am really curious to see them for myself. I remember seeing your work originally on Digital Brilliance and was/am very impressed.
Also, just one more video, after this I will leave you guys alone. In the video I am not the one using the flak, but rather the Battleship piloted by another is. It’s great fun to watch and fly through. I am piloting a support gunboat for taking out fighters.
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Disco light pwnage from Kyushu:
Anyway, it’s not just about texture replacements, but about much much more ;DPS: you guys gave me an amazing idea with the flak turrets. I will add them to battleships: the turrets themselves will be “inside” the battleship mesh, you won’t see it, there won’t be any muzzle flashes or projectile effects, you will only notice extra explosions around you.
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I’m looking for a big muzzle flash effect, kinda like a big WWII battleship muzzle flash. Are there any in the game that you can suggest?
R
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thx. I’ll take a look at those.
R
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I was looking at the effect using the ale editor. The ael and anl files aren’t very straight forward in interpretation.
I want to increase the amount of smoke, and the smoke duration of the flak effect.These are the smoke entries from the ael file:
ANL_Nickname = gf_explosion_super_flaksmoke_Sphere.emt ; 0x0A82C490 176342160 Parent = 11 FX_Slot = 13 Slot_Flag = 0 ; *** Param #7 ANL_Nickname = gf_explosion_super_flaksmokebasic ; 0x0F93B644 261338692 Parent = NULL FX_Slot = 14 Slot_Flag = 0 ; *** Param #8
And, from the anl file:
[Section] ; ==> 5 FX_Type = FxBasicAppearance Node_Name = gf_explosion_super_flaksmokebasic ; 0x0F93B644 261338692 Node_LifeSpan = Infinite Node_Transform = {} Appearance_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 2.4908189773559570, 1.0000000000000000, 0.9952849745750427 SubFlag = 3 } BasicApp_TriTexture = True BasicApp_QuadTexture = False BasicApp_MotionBlur = False BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.4137931168079376, 0.2519608139991760, 0.2519608139991760, 0.2501960694789887 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0032170000486076, 0.0000000000000000, 0.1532170027494431, 0.0000000000000000, 0.2062100470066071, 0.6003473997116089, 1.0000000000000000, 0.0000000000000000 SubFlag = 4 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0032171583734453, 13.0365867614746090, 1.0000000000000000, 24.0317306518554690 SubFlag = 4 } BasicApp_HToVAspect = { Entry = 0.0000000000000000 SubEntry = 0.0000000000000000, 1.0000000000000000 } BasicApp_Rotate = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.0000000000000000, 1.0000000000000000, 1.0017369985580444 SubFlag = 4 } BasicApp_TexName = smokecard ; 0xF0E32E74 4041420404 BasicApp_BlendInfo = 5, 6 BasicApp_UseCommonTexFrame = True BasicApp_TexFrame = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 1 SubEntry = 0.0000000000000000, 0.0000000000000000 SubEntry = 0.9970510005950928, 1.0047146081924438 } BasicApp_CommonTexFrame = { Entry = 0.0000000000000000, 0.0000000000000000 } BasicApp_FlipTexU = True BasicApp_FlipTexV = True ; **************************************************************************** AND [Section] ; ==> 11 FX_Type = FxSphereEmitter Node_Name = gf_explosion_super_flaksmoke_Sphere.emt ; 0x0A82C490 176342160 Node_LifeSpan = 3.0000000000000000 Node_Transform = {} Emitter_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000 SubFlag = 4 } Emitter_InitialParticles = 1 Emitter_Frequency = { Flag = 4 Entry = 0.0000000000000000, 100.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.3994559943675995, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } Emitter_MaxParticles = { Flag = 4 Entry = 0.0000000000000000, 10000.0000000000000000 EFlag = 0 } Emitter_EmitCount = { Entry = 0.0000000000000000, 0.0000000000000000 } Emitter_InitLifeSpan = { Flag = 4 Entry = 0.0000000000000000, 2.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = -0.0002680000034161, 3.0000000000000000, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0061659999191761, 0.0004889999981970, 0.0000000000000000, 0.0000000000000000 } Emitter_VelocityApproach = { Entry = 0.0000000000000000, 0.0000000000000000 } SphereEmitter_MinRadius = { Entry = 0.0000000000000000, 0.0000000000000000 } SphereEmitter_MaxRadius = { Entry = 0.0000000000000000, 1.0000000000000000 SubEntry = -0.0128680001944304, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ; ****************************************************************************
Is there any guidance on what the sections, subentries, and values mean?
I’m presuming that in the FX_Type = FxSphereEmitter section (node_name = gf_explosion_super_flaksmoke_sphere.emt)
that the Node_LifeSpan is the length of time of that part of the effect (3 seconds?) Seems shorter somehow when watching it.
MaxParticles: Is that the density of the smoke?
InitLifeSpan: ??
SphereEmitter_MaxRadius: Is that the overall size of the smoke effect?
Any suggestions helpful. Aden’s tutorial didn’t go into a whole lot of detail.
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Impressive work as always Firekiss.
Taking after Nexus, I decided to give capital ship explosions a little more oomph. The target here is a Rheinland Cruiser, the effect was obviously meant for the Battleships, but it’s tough to find Battleships roaming around. So I just applied it to everything. The point it to show the effect.
]Taking after Nexus, I decided to give capital ship explosions a little more oomph. The target here is a Rheinland Cruiser, the effect was obviously meant for the Battleships, but it’s tough to find Battleships roaming around. So I just applied it to everything. The point it to show the effect.
It’s a simple effect. Just a modified version of the the Liberty Battleships explosion effects. As always the most difficult part was to get the effect working in the first place.
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OMG now thats a very cool BS explosion!!! good work
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Thats more effing like it ^^
fecking nice FX