The Big Huge Effects Pack!
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Uhh…
Have you ever tried to play with pals for fun, instead of just trying to break the limits all alone? rofl
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spam…
well, i’d need pals for such.
or a better count of clients. however, i try to make it as good as i can, as beatiful as i can. asking here has so far usually increased my abilities and so improved the mod and increased the clients’ enjoinment. isn’t every modder after this?^^ -
Thanks Why, your first FX pack drove me away from FL, and now when you have released the revised edition I’m coming back. Thx
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It’s a thanks, don’t worry. It wasn’t you who made me go away from FL. It was myself. But thats over now and I’m back, and I’m thinking of creating an .ale generator, which would simplify the process of making FXes.
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Gisteron wrote:
problem is, we do not know everything exactly. but maybe a prog could be done for outgame effect renderings using the alchemy.dll.I thought of creating a database of all the different alchemy commands and insert variables into that.
When creating an effect, one would add a state, which corresponds to an appearance and logic node in the .ale, of a type listed in the database. When a type is selected, the application loads it and shows the variables that are “changeable” for the given state.The states would interact as if they were keyframes in the effect timeline (%). The states would then change to the next state through time. This would be called a stateflow.
Furthermore, each effect would consist of a number of parts i.e. (head, trail, etc.) and each of the parts would have exactly one stateflow.
After changing all the values, one would choose the output location and then commence the generation sequence by clicking a button.
w0dk4 wrote:
A particle effect editor for FL with preview would be awesome!Sure it would, but the poor FL would not take all those fancy new shinning FSes that will be put in it after we’d discovered such a tool.
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Have a look at the XML Project source for the ALE structure (crc.cpp contains the names and ale.cpp decodes the format).
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Thanks adoxa, I was about to ask whether there is any reference material.
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There was some mention a while back that someone found traces of the use of 3DSMax to construct parts of FL.
Has anyone explored making ale’s using 3D modeler functions?
I came across Blender’s capability today and wondered if it could be adapted by anyone knowledgeable:
http://www.packtpub.com/article/getting-started-with-blender-particle-system-1 -
LightWave has similar effect, too, just watch why’s work or Star Trek 6, 10, or Battlestar Galactica or, yes, even Avatar was at least partially made with LightWave. actually, the freelancer graphics engine is also only an OpenGL engine (don’t hurt, if its wrong, please :D) and also does support the same parameters for particle emitters so a recreation of them to blender format or lightwave3d or 3ds maya or cinema4d, yes maybe even 3ds max is possible, maybe even a plugin could be made to rewrite the alchemy source to a file code for one of these rendering programs. (even better would be a reverse of that, as you could make the effect first and than export it to ale)
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hi i put this into something i am working on at the moment. i built it around dwnunders vanilla starter pack . i put the huge effects files where they are supposed to go the missles are great and looks real nice. but when i kill an npc the ship just disappers and drops the loot no boom or big explosion.
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Is this thing flying round in .flmod format anywhere?
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At the downloads - try to add .flmod extention to .rar maybe will work
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Oh dear, I would imagine that anyone who’s followed the info in this pack has failed to get those explosions working. It’s all to hell. I should probably think about sorting out a litle mod that add’s these effects in properly.
If it was to work as a mod though I would have to include a few ini files. One option would be to use jflp. I could make like an effects mod start pack. JFLP, widescreen support, hudshift, all these effects, dynamic asteroids and lighting or something like that. Any thoughts?