The Big Huge Effects Pack!
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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
Dllâing now⌠i can see i have a LONG night ahead of me now heheheAs always m8⌠Great work⌠Big fan ;D
NowâŚ. what to replaceâŚ
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Lots of win in this Why! Great work as usual.
Iâm gonna have some fun looking through the various bits of code and just watching the ideas flow in a torrent. I wonât use a direct port of your effects, because I donât believe that solves anything or helps me learn new things, but Iâll 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 youâd 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 youâd 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 âbubble effectâ which is what I call what happens when you donât 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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Youâre quite right Why, i missed that, sry. The version iâve been using so far gives the feel i want without the âbubbleâ effect as i agree, thereâs nothing worse lol. I donât think the one i have is the latest but iâll go check it out anyway
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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 âexplosion_arch = explosion_ku_battleshipâ to call the explosion. The explosion is then defined in the âexplosions.iniâ
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 VATâs
seems i didnât 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 wasâŚ
debris_type = debris_solar_short, 1.000000
&
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 âfireworksâ 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: âDATA\FX\EXPLOSIONS\explosions_ale.iniâ
'-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: âDATA\FX\EXPLOSIONS\explosions_ale.iniâ
'-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 âoverflowingâ
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Nice effects
Thanks for sharing!! ;D