The Big Huge Effects Pack!
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He is talking about the flaming debris trail. Yes that effect is in the pack. It is called gf_continous_damage. However it has occurred to me that I forgot to put in how I implemented the debris trails for the larger capital ships explosions like you see in the Itano Circus videos. 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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This can be implemented anywhere, but the clients will need this to be able to see the effects. You’ll get problems otherwise.
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Can implement this and use this on any vanilla server ? I will try now
The gf_continuous_damage can be implemented safely on its own. It replaces a vanilla effect so you can just drag-drop and it will be used in whatever situations vanilla calls that effect for.
However the debris-spraying as demonstrated above actually involves editing of the ini files. I do not think there will be any trouble caused by using those particular ini edits online, as a suprising amount of Freelancer is client side during multiplayer play. However, admins will be very wary of the fact that you actually modifying ini files to be different from what the server is using, even if it is for something harmless like this.
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I misunderstood his question I thought it was for ‘his’ server not ‘any vanilla server’. So yeah, what why said  ;D I’m keeping shtum :-X :-X Wolfie, if FLAC bans you for such subtle (effect) changes… then well… it shouldn’t be allowed to exist. I would say no, although i’ve never used FLAC…
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Yes, I had to figure that one out on my own. I got it to work great though
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I have updated the Effects Pack. It was missing the updated textures that I used for my effects. In the smoke.txm, there is the missile smoke texture that I use for all my missiles. In the standardeffects.txm, is the updated explosion sprite I made. It also has the documentation for the debris explosions.
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Is that why the trail behind my missiles was this huge white (almost pixellated) abomination? Nice work
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A suburb collection of some very beautiful effects and sounds. The missile 02 effects are particularly stellar. Thanks for putting this pack together. I am definably going to have to play around with the effects some now.
I did have some trouble getting the explosion debris working. It appears that this entry, which is from explosion.ini in the Itano Circus mod, is not present in the copy of explosion.ini that I had. So, I created a new debris entry for the capital death debris and the effect worked fine.
[Debris] nickname = debris_capital_death death_method = exploding lifetime = 8.00000, 16.000000 linear_drag = 0.1000 angular_drag = 100.000000, 100.000000, 100.000000 trail = gf_continuous_damage ;explosion = debris_flak_explosion
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Oh I see. Thank you for catching that. It is true that I left that out. In fact when I was writing the tutorial I had completely forgotten what the the "debris_type = debris_capital_death, 1.000000 " even meant. I will update the Filefront link now.
Filefront link now updated.
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Downloaded your revised2 fx pack and have run into a small issue. I can’t seem to get ambient explosions happening. I’ve followed your guide to the letter but i’ve noticed one thing in the effect_explosion.ini entry for this,
[Effect]
nickname = battle_ambient_explosion
effect_type = EFT_EXPLOSION_LARGE
snd_effect = battle_ambient
vis_effect = gf_ambient_explosionThe call for the visual effect gf_ambient_explosion doesn’t seem to exist. I’ve looked in the explosions.ale and there’s no entry for it. You defined the gf_ambient_explosion.ale file, but no entry, least i can’t find one, which would explain the lack of explosion fx. I can hear them as everything else seems to be working, just can’t see them
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Here is the fix I used since I came into the same problem:
[VisEffect] nickname = gf_ambient_explosion alchemy = fx\explosions\gf_ambient_explosion.ale effect_crc = 4187126698 textures = fx\lightbeam.txm textures = fx\smoke.txm textures = fx\sarma.txm textures = fx\planetflare.txm
As far as I know that was the only problem I found with the pack believe me I was pulling my hair about it since I was also getting on effects happening with another thing I made for a completely different reason.
Hope this helped you gibbon
Ozed -
Shoot, looks like I missed that part in my little tutorial. As was pointed out, I created the new vis_effect from scratch. In general I tried to do that for every new effect I made just so I don’t have to overwrite any vanilla references.
In retrospect, it would have made sense to include a general tutorial for referencing a brand new ALE from scratch. Specifically because I just threw all the ALE files into a zip and figured that people could figure out on their own how to utilize them. People who aren’t very familiar with FL modding really wouldn’t know where to start if they wanted to integrate the new effects into their mod.
Thanks for pointing the issues out you two.
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Yeh, now you see why it’s so important to make proper connected tutorials, not a jumble of bits and say “it’s not for beginners”.
I didn’t think my pal Gibbon was a beginner until I read this topic!
ROFL
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BOO YAH!!! looks awsome when implemented in my mod.
however, i think the torp explosions are a bit big. stations dissapear in the explosive glory of a starkiller.also, the effects lag my craptop when i fire torps or normal missiles. that was to be expected with a machine that was mediocre in 2003
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i have sometimes the issue, that, if e.g. many starships are in visible range with their trails, the trails are not drawn entirely. this is likely because of the max onscreen fx limit, isn’t it? ive asked this multiple weeks ago and still did not recieve any answer. is there a way to increase this value and what is this way, if it is figured out?
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I think this may be a problem with effects outside of their draw distance, like with the transports that have their engine effects missing at a certain distance. Since you are talking about engine trails then go to FX/effect_types.ini and find EFT_ENGINE_FIRE their at the bottom of the block of code are the pbubble values that define the close and far draw distances, to make it possible for viewing if from a distance change the second value to something bigger eg.
pbubble = 75, 4500
Now you can see it from 4.5Km away! Go ahead and change this value on all the types of effect so you can see them further!
Ozed
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Has anyone notied that the pbubble values are sometimes the same, i.e.
pbubble = 1000, 1000
What is the effect of this?