Re: Effects showroom!
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After watching the FREAKIN’ INCREDIBLE video, I’ve decided one thing:
I want to steal your brain….
Spectacular stuff, Why…my lord…
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I also fixed something else that really used to bug me. When a missile hits its target, the explosion effect flights right through the target and keeps on going. This no longer happens.
How exactly, or what, fixes this behaviour?
Is it an .ale only thing? -
Lately I have been messing with timings to create delay-launch missiles. Makes for hugely dramatic launches. Most of all for weapons like this:
Copy Paste for high quality: http://www.youtube.com/watch?v=iCrwmxQpDxA&fmt=18
http://www.youtube.com/watch?v=iCrwmxQpDxA&fmt=18Also, in this video it seems like you kill the shield and the hull of the target ships with only one missile.
Could you explain how that works, or are there actually 2 missiles?Sorry for doublepost & off topic
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How exactly, or what, fixes this behaviour?
Is it an .ale only thing?This came from unparenting the particle from the emitter. It’s a bit hard to describe, but what this does is that the particle is not locked to its emitter in terms of positions. For example, in terms of the flame that comes from a missiles engine.
Typically the flame particle is parented to the flame emitter. What this means is that particle takes all its position data relative to the flame emitter. If the emitter moves or rotates, then the particles it emitted will move and rotate with the emitter as well, such that from the particles perspective, the emitter never moved at all.
If you un-parent particles from their emitters, particles take no positioning or rotational data from their emitters. This is how missile smoke generally works. It does not matter where the smoke emitter is pointing or where it is, once the particle is emitted, its position is only relative to the center of the universe. Meaning once emitted, it takes all motion data relative to the center of the universe. I realize this is all ridiculous sounding and I’m probably not doing a good job explaining it, but this is the best way I can think of describing it.
Also, in this video it seems like you kill the shield and the hull of the target ships with only one missile.
Could you explain how that works, or are there actually 2 missiles?Sorry for doublepost & off topic
I totally cheated for that video. That single missile you see strapped under the Defender is a single torpedo launcher with two HPFires. This unfortunately breaks the launch sound, so that was post processed in later. The two missiles launched both behave precisely the same way, giving the illusion of only one missile. In the end for my mod I decided to simply give all applicable fighters two torpedo launchers.
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Sorry to get offtopic but there is a way to make a torp do both hull and shield damage at the same time. The damage for a normal torp is just in the explosion, but if you put a damage entry on the munition and the explosion you will get the desired effect.
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However, this can decide not to work if your missile has a large detonation radius and detection range.
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You might than want to set the hitpoints of your munition 2 a value higher than the explosion damage.
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I totally cheated for that video. That single missile you see strapped under the Defender is a single torpedo launcher with two HPFires. This unfortunately breaks the launch sound, so that was post processed in later. The two missiles launched both behave precisely the same way, giving the illusion of only one missile. In the end for my mod I decided to simply give all applicable fighters two torpedo launchers.
I have done this 2 years ago with missiles. Doesn’t brake sound and when you fire you see actually 2 missiles flying away (not always but in 95% cases). That’s not only thing I made launchers up to 6 missiles just for fun but that many lags MP heavy, especialy if you mount more launchers on ship but you can only imagine how does it look like with four 6 missile launchers. Also did this with turret and got flak effect but never tested it in fight. If u r interested I have it archived somewhere
@Lancer:
Engine FX example
The FX below will give you a new engine trail (real long) and the classic Star Trek blue flash when entering cruise. Also contains additional comments on what each section is for and how some of the commands work.
I tried this one but didn’t work. Followed instructions step by step but nothing. I did put on right engine I know because there isn’t any fx
Any thoughts?
Thx
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thx for the explanation
Btw. there is a workaround for the missing sound effect on multi-hpfire-weapons - just add your sound effect to the const_effect of the fired missile.
I found out about this afterward. However I think my final solution of just separating the launchers and making them look like real torpedoes physically attached to the ship is way cooler.
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Proton Torpedo
Concussion Missile
Heavy Rockets
Mag-Pulse
Ion-Pulse
Quick video of the concussions missiles in aciton
http://www.youtube.com/watch?v=2QPsNEZ6qZY -
Looks nice Sushi, as always. But no sound on the video.
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lol. ya, I didn’t record the sounds effects as I’m making another development video. Trust me there’s a lot of Pew Pew and BOOM BOOM…lol.
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Well, I thought I may as well post the video of my latest foray into ALE effects.
http://au.youtube.com/watch?v=-IuP5a11evw
The missile effect before the explosion is my plasma torpedo effect, while the actual explosion is the one I’m showing off. Me being lazy, or resourceful, whichever way you look at it, just added the const effect and the explosion effect to the Javelin missile for testing purposes.
The effect itself is the explosion of a nuclear weapon, and I’ve used a custom texture for the main explosion as well.
Comments as always please peoples.
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Back in business!
I will be posting a massive effects pack in a separate thread soon. I am working on the documentation for it right now. About halfway done. In the meantime, enjoy. While there really arent any new effects in this, it is an implementation of missiles that I haven’t seen many mods try.
As I was writing that post, I was thinking that Itano Circus would be getting its first flyable capital ship in the form of a Liberty Cruiser with six missile tubes, each vertically launching a reaction missile.
Itano Circus Vertical Launch Missiles
http://www.youtube.com/watch?v=jcoKbKeCeyE≈=%2526fmt%3D18I have no intentions of actually implementing flyable capital ships, let alone with a weapon system this crazy overpowered. This was just a modding exercise. A fun one at that.
Ignore the Fraps framerate of 0. That shows up because I took these pictures from paused videos.