The Big Huge Effects Pack!
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Finally!
Revised as of 04/14/09
DOWNLOAD LINK HEREI have been meaning to release the backlog of effects for a very long time. Here is a HUGE file with all the effects I have created since I stopped posting in the Effects Showroom. It also contains a ton of documentation, so everything is self-explanatory. I put a lot of time into the documentation. Yes I did. It was a lot of work. I am content.
 THE BIG HUGE EFFECTS PACK
by Brian “Why485” Hernandez
Each folder contains the files in the effects pack, as well as documentation
describing the effect itself and other nots such as its implementation.This pack contains:
4 New missile sounds
2 New explosion sounds
Associated code for said sounds5 Resized missile models, including Torpedo
A new dummy model for use as a gun, munition, or debris17 Missile and torpedo effects
Each missile has its explosion slightly tweaked
Torpedo explosions completely redone (See Weapon Descriptions.txt for more info)15 New explosions of various size and color
Includes ambient explosions and battledustDocumentation for how to implement the more exotic effects, such as the ambient
explosions used in Itano Circus and the battledust used in 88 Flak.–-----------------------------------------------------------------------
Feel free to use and modify the work in this pack. Please credit me in the
readme of your mod. I also ask that you send me a PM through The Starport, or
e-mail me at [email protected] to give me a heads up on its use.Gratuitious images just for the sake of putting images on this page.
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Thankyou Why, we already use some fo your missile and torpedo effects on MU and i personally think they are awesome.
Thanks for all the time and effort you put into them
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Shiny!
Me likes shiny. Me thinks shiny looks cool ;D
Great work Why, as usual ^^
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;D ;D Thank u sooooo much for this release ;D ;D
Dll’ing now… i can see i have a LONG night ahead of me now heheheAs always m8… Great work… Big fan ;D
Now…. what to replace…
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Lots of win in this Why! Great work as usual.
I’m gonna have some fun looking through the various bits of code and just watching the ideas flow in a torrent. I won’t use a direct port of your effects, because I don’t believe that solves anything or helps me learn new things, but I’ll certainly be using them for inspiration.
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Excellent work Why, thanks for sharing
EDIT
Did you do any more with the smoke fx for ship damage or was one of your previous uploads the last version you altered? I have them included in my Phoenix mod, was just wondering if you’d altered them as i noticed they were not in the current upload
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… ;D … Great Stuff!
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@Gibbon:
Excellent work Why, thanks for sharing
EDIT
Did you do any more with the smoke fx for ship damage or was one of your previous uploads the last version you altered? I have them included in my Phoenix mod, was just wondering if you’d altered them as i noticed they were not in the current upload
Its been some time so I may be wrong on this.
There is definitely a version of the ship damage smoke effect in the pack. You can find it at DATA\FX\EXPLOSIONS\gf_continuous_damage.ale. I am pretty sure there is a slight difference between the one I uploaded originally, and the one that is in this pack. I made the smoke particles tighter, which makes the effect look much better, and you avoid the “bubble effect” which is what I call what happens when you don’t have enough particles to make it look like smoke. However this version is a little more demanding than the old one.
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It has come to my attention that I never explained how to do the fiery debris. It is fairly simple though.
For example, the Kusari Battleship explosion.
Shiparch.ini
Under the Kusari Battleship I have the line “explosion_arch = explosion_ku_battleship” to call the explosion. The explosion is then defined in the “explosions.ini”
Explosion.ini
This comprises of several parts. The first part, is the explosion itself. For which the code is here.
[explosion] nickname = explosion_ku_battleship ; Name lifetime = 0.000000, 0 ; Not sure process = disappear ; Other value is "shatter" I am not entirely sure what the differences are effect = gf_capital_explode_yellow, 0.000000 ; This is the ALE effect that will be called on the explosion debris_type = debris_capital_death, 1.000000 ; To be honest I'm not sure what this is or where its defined, I just copied it off the old explosions debris_impulse = 150 ; How fast the debris gets thrown outwards innards_debris_start_time = 0.000000 ; Presumably sets a delay before the debris spawns innards_debris_num = 50 ; How many bits of debris are spawned in the explosion innards_debris_radius = 100 ; Radius at which debris are spawned from the center of the object innards_debris_object = simple_torpedo_debris01 ; Very important, which debris object is used for the debris
The second part, is the debris itself.
[Simple] nickname = simple_torpedo_debris01 ; Name DA_archetype = Equipment\models\weapons\dummy_round.3db ; Model of the debris, I used a dummy model I made, its also included in the effects pack material_library = equipment\models\ku_equip.mat ; Material for the model of the debris Mass = 10 ; How heavy the debris is
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**disappear - make it go away
shatter - explodes model into triangles, cool effect if used right, disappears if it gets off-cameraBTW cool FX indeed!!!**
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hehehe , yes the torpedo debris will shure come in handy for the VAT’s
seems i didn’t have that particular bit of code so i had to alter it slightly to avoid crashbut now i can see to making them as they should be hehe ;D ;D
such wonderful toys you bring Why… just plain wonderful
NOTE: the debris i used was…
debris_type = debris_solar_short, 1.000000
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innards_debris_object = simple_metal_debris04someone said somthing about you doing fireworks… this looks mighty close… only "metal"works
add some pretty fx to the explosion and we may just have those “fireworks” lol oh and smaller debris lmaoas always… exelent work why … just pure genius
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superb work as always Why!
Thanks for sharing,
Rik
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Just some CRC corrections to this awesome pack:
In: “DATA\FX\EXPLOSIONS\explosions_ale.ini”
'-105140263' for 'gf_battledust' '-522438362' for 'gf_capital_explode_green' '-263687348' for 'gf_capital_explode_blue_small' '-50230066' for 'gf_capital_explode_yellow_small' '-204439480' for 'gf_fighter_explode_white_small'
No biggy of course
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Just some CRC corrections to this awesome pack:
In: “DATA\FX\EXPLOSIONS\explosions_ale.ini”
'-105140263' for 'gf_battledust' '-522438362' for 'gf_capital_explode_green' '-263687348' for 'gf_capital_explode_blue_small' '-50230066' for 'gf_capital_explode_yellow_small' '-204439480' for 'gf_fighter_explode_white_small'
No biggy of course
Interesting. Those are the values I used straight out of Itano Circus, and they obviously work there. I just ran my CRC checker and I notice you are using the alternate CRC. If that works as well, then all is well, but I always used the first value.
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Ah, I see, yeah. Well fair enough, it obviousl works either way. The only reason I ever went to alter mine was because the general consensus of FLIA and FLEC was that the first value was ‘overflowing’
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Nice effects
Thanks for sharing!! ;D