Project Dark Rain: We need you!
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though currently i am not interested in joining a team statively, i would be ready to create at least thn’s for you as i recognized that they come out quite nice looking the way i do them. their contents you can request, but be not too detailed as this sometimes limits my artistic freedom which results rarely but possibly in black outs where nothing noticeably good comes out. however, i would be quite ready to assist you on this, also, but less prefered on starship codes and models and the HUD. my effect skills are currently not nearly that good as some others i saw but i experienced how fast i learn ALEs once i have a task to do with them (yes there is a mod i worked for earlier that needed effects more than my does.).
But in first place, feel free to ask me for THNs, you won’t be sorry.
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Depends what you are after, I can give you a bit of an idea for what I’ve done for them but as you can understand I don’t want to give away part of the corner stone of my mod. What where you looking for anyway?
Gisteron, thanks for offering to help, I tried once to make a THN, but got nowhere quickly.
Ozed.
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I was looking for the same type effect but alittle smaller on scale. But it would hurt other ships around when it expolodes.
Probelm is I tried to do the thn file and it doesnt do what I want. Im just after the expolsion effects.
If you could send me the thn files and the ini. So I could look at them. I will giveyou credit.
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Are you talking about my shrapnel explosions? If so their are no .thn files used, just a little creative ini coding. If thats what your talking about then i can give you the basic code for it but I don’t really want to give my whole code since it is one of the thing’s i’ve put effort into in the past few weeks.
Ozed
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the effect itself does not deal damage actually. [explosion] entries are not effects and cannot be used just the same within thn’s. for instance if you see the mission where rheinland rebels destroy a battleship firing four torpedoes, these torpedoes are not sunslayers and never could destroy all hull of the battleship they hit. it’s the thn that triggered the death sequence, the weapons used are irrelevant. you can even “kill” a ship via thn without hitting it at all.
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Can you send me a link to those screenshots i’m really interested in what you can acheive. Thanks.
What are you actually after, i’m still a little unclear on what you want to use.
@Everyone
I am still in desperate need of a texture’r since we have just got a quite large influx of meshes, all of which are untextured. So thanks for considering.
Ozed.
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Here we go
Excuse my 1280x800 resolution, please.
also, as you see all major objects are moved to be in the right due to my front_freelancerlogo i have hidden for this screens. all these are based on vanilla so the codes are even usable to anyone who did not deleted the objects and fx.
also these are FX based Menus whereas i have done four bigger ones based on motions. one of them will maybe be released in another mod, however is an early alpha development unit, so don’t expect to much of it. the other three are all built in to my coming one and are all specificated for other contents of my mod. btw motion based menu’s are usually more contrast and dark. so far all you need to know -
Those are in Why485’s Big Huge Effects pack available in the downloads section
Hardly thank you very much , though I used its tutorial on debris filled explosions as a basis as well as firekiss’s nail bomb tutorial. I made this myself. Just so you can get the basic code of if here is one take from my mod:
add to end of missile01_mark01_explosion in weapon_equip.ini
debris_type = debris_missile, 1 debris_impulse = 250 innards_debris_object = missile_nail_simple innards_debris_start_time = 0.000000 innards_debris_num = 25 innards_debris_radius = 1
Then put this in explosions.ini
[Simple] nickname = missile_nail_simple DA_archetype = solar\asteroids\models\ast_loot_artifact.3db material_library = solar\ast_loot.mat Mass = 5.000000 LODranges = 0, 5000 [Debris] nickname = debris_missile death_method = exploding lifetime = 0.5, 2 linear_drag = 0.5 angular_drag = 0.1, 0.1, 0.1 trail = gf_continuous_damage
There thats about it, thats not my whole code which allows me to use battledust with the explosion but is the basis.
Ozed.
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OK, i’m going to be making the call again for anyone interested in joining Dark Rain. We are interested in recruiting anyone who is willing to give this a go and work in a group. The main skill we need at the moment are texturers, we have a whole heap of models ready for texturing with no one who knows how. If you want to join out team and contribute whatever skill you have please feel free to do so and reply to this topic!
Thanks
Ozed