Re: Effects showroom!
-
… I got no nice pictures - but maybe you want to have a look yourself:
effects.ini
;–------------------ WTS new CM START ---------------------
[Effect]
nickname = black_smoke_CM
effect_type = EFT_WEAPON_COUNTER_MEASURE
vis_effect = black_smoke_CM ;–- ;— toller rauchbomben CM / minen effekt oder fuer Necromonger-Antrieb
[Effect]
nickname = big_smoke_CM
effect_type = EFT_WEAPON_COUNTER_MEASURE
vis_effect = gf_explosion_rh_battleship__gasgeyser;–-big smoke
[Effect]
nickname = big_ball_CM
effect_type = EFT_WEAPON_COUNTER_MEASURE
vis_effect = wts_engine03_proj;–-- big white ball
;------------------------------------------------------------
[Effect]
nickname = FireStorm_CM
effect_type = EFT_WEAPON_COUNTER_MEASURE
vis_effect = wts_engine16_proj;–-- small red zapping + flashing ball
[Effect]
nickname = ThunderStorm_CM
effect_type = EFT_WEAPON_COUNTER_MEASURE
vis_effect = wts_engine15_proj;–-- medium nice blue glowing ball
[Effect]
nickname = LightningStorm_CM
effect_type = EFT_WEAPON_COUNTER_MEASURE
vis_effect = wts_engine10_proj;–-- small gold zapping + flashing ball
[Effect]
nickname = YellowCloud_CM
effect_type = EFT_WEAPON_COUNTER_MEASURE
vis_effect = wts_engine13_proj;–-- medium orange / blue smoke ball
[Effect]
nickname = GreenCloud_CM
effect_type = EFT_WEAPON_COUNTER_MEASURE
vis_effect = wts_engine19_proj;–-- small green flashing ball
[Effect]
nickname = BlueCloud_CM
effect_type = EFT_WEAPON_COUNTER_MEASURE
vis_effect = wts_engine09_proj;–-- medium blue waving ball with orange flashes
;------------------------------------------------------------
[Effect]
nickname = RedCloud_CM
effect_type = EFT_WEAPON_COUNTER_MEASURE
vis_effect = wts_engine17_proj;–-- medium red smoke ball
;--------------------- WTS new CM END -----------------------
;----------------- WTS new shields START --------------------
[Effect]
nickname = hirogen_shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = hirogen_shield01
[Effect]
nickname = hirogen_shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = hirogen_shield02
;–----------------------------------------------------------
[Effect]
nickname = borg_shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = borg_shield01
[Effect]
nickname = borg_shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = borg_shield02
;–----------------------------------------------------------
[Effect]
nickname = vorlon_shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = vorlon_shield01
[Effect]
nickname = vorlon_shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = vorlon_shield02
;–----------------------------------------------------------
[Effect]
nickname = fed_shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = fed_shield01
[Effect]
nickname = fed_shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = fed_shield02
[Effect]
nickname = fed_shield03
effect_type = EFT_DAMAGE_SHIELD
vis_effect = fed_shield03
[Effect]
nickname = fed_shield04
effect_type = EFT_DAMAGE_SHIELD
vis_effect = fed_shield04
;–----------------------------------------------------------
[Effect]
nickname = 8472_shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = 8472_shield01
[Effect]
nickname = 8472_shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = 8472_shield02
[Effect]
nickname = 8472_shield03
effect_type = EFT_DAMAGE_SHIELD
vis_effect = 8472_shield03
;–----------------------------------------------------------
[Effect]
nickname = CAR_shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = CAR_shield01
[Effect]
nickname = CAR_shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = CAR_shield02
[Effect]
nickname = CAR_shield03
effect_type = EFT_DAMAGE_SHIELD
vis_effect = CAR_shield03
;–----------------------------------------------------------
[Effect]
nickname = wts_DR01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = wts_DR01
[Effect]
nickname = wts_DR02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = wts_DR02
[Effect]
nickname = wts_DR03
effect_type = EFT_DAMAGE_SHIELD
vis_effect = wts_DR03
[Effect]
nickname = wts_MDR01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = wts_MDR01
[Effect]
nickname = wts_MDR02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = wts_MDR02
;–----------------------------------------------------------
[Effect]
nickname = KLI_shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = KLI_shield01
[Effect]
nickname = KLI_shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = KLI_shield02
[Effect]
nickname = KLI_shield03
effect_type = EFT_DAMAGE_SHIELD
vis_effect = KLI_shield03
;–----------------------------------------------------------
[Effect]
nickname = ART_shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = ART_shield01
[Effect]
nickname = ART_shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = ART_shield02
;–----------------------------------------------------------
[Effect]
nickname = STAR_shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = STAR_shield01
[Effect]
nickname = STAR_shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = STAR_shield02
[Effect]
nickname = STAR_shield03
effect_type = EFT_DAMAGE_SHIELD
vis_effect = STAR_shield03
[Effect]
nickname = STAR_shield04
effect_type = EFT_DAMAGE_SHIELD
vis_effect = STAR_shield04
;–----------------------------------------------------------
[Effect]
nickname = ExGrav_Shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = ExGrav_Shield01
[Effect]
nickname = ExGrav_Shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = ExGrav_Shield02
[Effect]
nickname = ExGrav_Shield03
effect_type = EFT_DAMAGE_SHIELD
vis_effect = ExGrav_Shield03
;–----------------------------------------------------------
[Effect]
nickname = blue_shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = blue_shield01
[Effect]
nickname = blue_shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = blue_shield02
[Effect]
nickname = blue_shield03
effect_type = EFT_DAMAGE_SHIELD
vis_effect = blue_shield03
;–----------------------------------------------------------
[Effect]
nickname = white_shield01
effect_type = EFT_DAMAGE_SHIELD
vis_effect = white_shield01
[Effect]
nickname = white_shield02
effect_type = EFT_DAMAGE_SHIELD
vis_effect = white_shield02
[Effect]
nickname = white_shield03
effect_type = EFT_DAMAGE_SHIELD
vis_effect = white_shield03
;–----------------- WTS new shields END --------------------Those shield effects are grouped according to my personal taste.
And you see that some of those FX pick up the engine effects I posted a while ago.weapons_ale.ini
;–------------------ WTS new CM START ---------------------
[VisEffect]
nickname = black_smoke_CM ;–- toller rauchbomben CM
alchemy = fx\misc\rtc_sandstormsolid.ale
effect_crc = -319070260
textures = fx\smoke.txm
textures = fx\miningship.txm
textures = fx\planetflare.txm
;--------------------- WTS new CM END -----------------------shield_ale.ini
;–--------------- WTS new shields START --------------------
;-------------------------------------------------------
[VisEffect]
nickname = hirogen_shield01 ;–— funkenflug
alchemy = fx\misc\multi_sparks03.ale
effect_crc = 397363952
textures = fx\lightning2.txm
textures = fx\animated.txm
textures = fx\newglows.txm
textures = fx\kioncannon.txm[VisEffect]
nickname = hirogen_shield02 ;– wts_shield03b ;---- white glow/flare ;-- NICE -40%
alchemy = fx\weapons\sp_bloodhound_01.ale
effect_crc = 506740891
textures = fx\kioncannon.txm
textures = fx\beam.txm
textures = fx\newglows.txm
textures = fx\sarma.txm;-------------------------------------------------------
;-------------------------------------------------------
;-- borg shield / ex vorlon
;-- vorlon_shield02 ;-- blaeulicher - kurz vor total ausfall
;-- vorlon_shield01[VisEffect]
nickname = borg_shield01 ;–- white spinning flashes
alchemy = fx\misc\gf_misc_miningship.ale
effect_crc = 174856288
textures = fx\holomap.txm
textures = fx\animated.txm
textures = fx\newglows.txm
textures = fx\kioncannon.txm
textures = fx\smoke.txm
textures = fx\lightning2.txm[VisEffect]
nickname = borg_shield02 ;– HUGH + spread white spinning flashes -90%
alchemy = fx\misc\gf_dysonscape_shield.ale
effect_crc = -164424740
textures = fx\storm.txm
textures = fx\smoke.txm
textures = fx\animated.txm;-------------------------------------------------------
;-- vorlon shield - ex. fed
;-- fed_shield01 ;-- golden glow medium with yellow hallo
;-- wts_shield02b ;-- golden glow big with rings[VisEffect]
nickname = Vorlon_shield01 ;–- golden glow
alchemy = fx\shields\gf_TLR_shield01.ale
effect_crc = 362608740
textures = fx\newglows.txm
textures = fx\lightning2.txm
textures = fx\holomap.txm[VisEffect]
nickname = Vorlon_shield02 ;–- BIG golden glow -70%
alchemy = fx\misc\Intro_planetchunks.ale
effect_crc = -98078277
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\kioncannon.txm;-------------------------------------------------------
;-- federation shield
;-- wts_shield04a ;---- red rings + effects - NICE federation shield
;-- wts_shield08b ;— redish violet glow - big - kurz vor total ausfall
;-- wts_shield04d ;— diffuse red glow - maybe almost complete shield
;-- wts_shield04e ;— redglow[VisEffect]
nickname = fed_shield01 ;–- diffuse red glow - -5%
alchemy = fx\misc\gf_manufacturingplatformred.ale
effect_crc = 259400252
textures = fx\smoke.txm[VisEffect]
nickname = fed_shield02 ;–- redglow -10%
alchemy = fx\misc\gf_manufacturingplatformred.ale
effect_crc = 192152435 ;—259400252
textures = fx\sarma.txm
textures = fx\kioncannon.txm
textures = fx\lightning2.txm[VisEffect]
nickname = fed_shield03 ;–-- red rings + effects - NICE federation shield
alchemy = fx\weapons\sp_distortion_03.ale
effect_crc = 133340734
textures = fx\planetflare.txm
textures = fx\sarma.txm[VisEffect]
nickname = fed_shield04 ;–- violet glow - big -80%
alchemy = fx\weapons\no_gun01_rank01.ale
effect_crc = -64917634
textures = fx\smoke.txm
textures = fx\miningship.txm
textures = fx\beam.txm
textures = fx\sarma.txm;-------------------------------------------------------
;-- 8472 shield
;-- wts_shield05b ;— green glow with green/yellow beams - NICE
;-- wts_shield03a ;— green - white flares - shield almost complete
;-- WTS_shield03h ;-- big white-green glow with halo - kurz vor ausfall[VisEffect]
nickname = 8472_shield01 ;–-- white rings + effects ;-- NICE -5%
alchemy = fx\weapons\sp_distortion_01.ale
effect_crc = -223984550
textures = fx\sarma.txm
textures = fx\planetflare.txm[VisEffect]
nickname = 8472_shield02 ;–- green glow with green/yellow beams - NICE
alchemy = fx\misc\gf_nomadlair_powersource.ale
effect_crc = -121226830
textures = fx\sarma.txm
textures = fx\lightbeam.txm
textures = fx\planetflare.txm[VisEffect]
nickname = 8472_shield03 ;– big white glow with halo ;-- -90%
alchemy = fx\misc\gf_gasminer.ale
effect_crc = 174452350
textures = fx\smoke.txm
textures = fx\planetflare.txm
textures = fx\lightbeam.txm;--------------------------------------------------------
;-- cardassian shield
;-- wts_shield06b ;— Heavy yellow-white effect / cardassian shield final
;-- wts_shield06a ;-- yellow glow with sparkles perfect - maybe cardassian shield small hit
;-- WTS_shield02c ;-- big yellow hallo - maybe cardassian shield kurz vor total ausfall
;–[VisEffect]
nickname = CAR_shield01 ;–-- big yellow glow with sparkles ;-- not perfect
alchemy = fx\weapons\sp_destabilizer_03.ale
effect_crc = -423749870
textures = fx\sarma.txm
textures = fx\planetflare.txm
textures = fx\lightning2.txm[VisEffect]
nickname = CAR_shield02 ;– big golden glow with halo - -50%
alchemy = fx\misc\gf_burningdoor.ale
effect_crc = 347678836
textures = fx\smoke.txm
textures = fx\planetflare.txm[VisEffect]
nickname = CAR_shield03 ;–- Heavy yellow-white effect - -80%
alchemy = fx\misc\gf_TLR_power.ale
effect_crc = -264657960
textures = fx\beam.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm;-------------------------------------------------------
;-- Damage Reflectors
;-- wts_shield09a ;---- blue flares ;-- NICE ;---- Damage Reflectors
;-- wts_shield09b ;— blue glow / a little small ;---- maybe Damage Reflectors almost complete
;-- wts_shield03f ;— big white blue flare ;---- kurz vor ausfall[VisEffect]
nickname = wts_DR01 ;–- blue glow / a little small - -15%
alchemy = fx\engines\gf_br_largeengine03.ale
effect_crc = 401097193
textures = fx\sarma.txm
textures = fx\smoke.txm[VisEffect]
nickname = wts_DR02 ;–-- blue flares ;-- NICE ;---- Damage Reflectors
alchemy = fx\weapons\sp_distortion_02.ale
effect_crc = 363761464
textures = fx\planetflare.txm
textures = fx\sarma.txm[VisEffect]
nickname = wts_DR03 ;–- medium white blue flare - -90%
alchemy = fx\misc\rtc_sanctum_energy.ale
effect_crc = 490141604
textures = fx\beam.txm
textures = fx\sarma.txm;-------------------------------------------------------
[VisEffect]
nickname = wts_MDR01 ;–-- cooper glow ;-- NICE ;---- Missile Damage Reflector
alchemy = fx\weapons\sp_bloodhound_03.ale
effect_crc = -345990401
textures = fx\kioncannon.txm
textures = fx\beam.txm
textures = fx\sarma.txm[VisEffect]
nickname = wts_MDR02 ;––wts_shield02a ;— archangel hit effect / golden glow
alchemy = fx\weapons\sp_doomsday_03.ale
effect_crc = 503266810
textures = fx\planetflare.txm
textures = fx\miningship.txm
textures = fx\sarma.txm;--------------------------------------------------------
;-- klingon / romulan shield
;-- wts_shield05a ;— small green glow with waves ;-- NICE
;-- wts_shield05d ;— medium green glow / hallo
;-- wts_shield08a ;---- big green-turkis glow with sparkles ;-- pretty nice[VisEffect]
nickname = KLI_shield01 ;–- green glow with waves ;-- NICE Klingon shields
alchemy = fx\weapons\gf_greencloud.ale
effect_crc = 112980051
textures = fx\missleeffect.txm
textures = fx\newglows.txm
textures = fx\beam.txm[VisEffect]
nickname = KLI_shield02 ;–- green glow / hallo
alchemy = fx\engines\gf_rh_largeengine01.ale
effect_crc = 167140257
textures = fx\smoke.txm
textures = fx\planetflare.txm
textures = fx\sarma.txm[VisEffect]
nickname = KLI_shield03 ;–-- turkis glow with sparkles ;-- pretty nice
alchemy = fx\weapons\sp_destabilizer_01.ale
effect_crc = 334155126
textures = fx\sarma.txm
textures = fx\planetflare.txm
textures = fx\lightning2.txm;--------------------------------------------------------
;-- artefakt shield
;-- wts_shield06e ;-- small orange rings (shield almost complete)
;-- wts_shield06d ;-- orange ball flashing / flaring[VisEffect]
nickname = ART_shield01 ;–- orange rings - small
alchemy = fx\weapons\ku_mine01.ale
effect_crc = -178980388
textures = fx\kioncannon.txm
textures = fx\planetflare.txm
textures = fx\sarma.txm[VisEffect]
nickname = ART_shield02 ;–- orange glow with flare -30%
alchemy = fx\engines\gf_ku_largeengine03.ale
effect_crc = -116698694
textures = fx\planetflare.txm
textures = fx\sarma.txm;--------------------------------------------------------
;------- STAR SHIELD[VisEffect]
nickname = STAR_shield01 ;– wts_shield04c ;— red stars - Not bad
alchemy = fx\weapons\sp_annihilator_01.ale
effect_crc = 167446502
textures = fx\planetflare.txm
textures = fx\missleeffect.txm
textures = fx\lightbeam.txm[VisEffect]
nickname = STAR_shield02 ;– wts_shield04b ;— red-white stars - Not bad
alchemy = fx\weapons\sp_annihilator_03.ale
effect_crc = -55583358
textures = fx\missleeffect.txm
textures = fx\planetflare.txm
textures = fx\lightbeam.txm[VisEffect]
nickname = STAR_shield03 ;–- wts_shield05c ;— green-white stars - Not bad
alchemy = fx\weapons\sp_annihilator_02.ale
effect_crc = -286012284
textures = fx\missleeffect.txm
textures = fx\planetflare.txm
textures = fx\lightbeam.txm[VisEffect]
nickname = STAR_shield04 ;–- wts_shield03g white - colored stars - NICE ;— artefact shields
alchemy = fx\misc\standardeffects.ale
effect_crc = -208751484
textures = fx\efx.txm
textures = fx\standardeffects.txm;--------------------------------------------------------
;------- Experimental Graviton SHIELD[VisEffect]
nickname = ExGrav_Shield01 ;–- wts_shield07a ;— small fire and smoke effect - OK
alchemy = fx\misc\rtc_distantexplosion.ale
effect_crc = -236406208
textures = fx\kioncannon.txm
textures = fx\holomap.txm[VisEffect]
nickname = ExGrav_Shield02 ;–- wts_shield07b ;— medium fire and smoke effect - OK
alchemy = fx\misc\rtc_distantexplosion.ale
effect_crc = 164341286
textures = fx\standardeffects.txm
textures = fx\planetflare.txm
textures = fx\sarma.txm
textures = fx\smoke.txm[VisEffect]
nickname = ExGrav_Shield03 ;–- wts_shield7d ;— big fire and smoke effect
alchemy = fx\misc\rtc_spragueuptunnelexp.ale
effect_crc = -88479819
textures = fx\sarma.txm
textures = fx\planetflare.txm
textures = fx\standardeffects.txm;--------------------------------------------------------
;-------------------- blue shield[VisEffect]
nickname = blue_shield01 ;–- wts_shield09e ;— white glow with blue sparkles
alchemy = fx\weapons\br_tachyon_01.ale
effect_crc = 489297009
textures = fx\planetflare.txm
textures = fx\sarma.txm[VisEffect]
nickname = blue_shield02 ;–- wts_shield09c ;---- blue-turkis glow/flare ;-- NICE
alchemy = fx\weapons\sp_bloodhound_02.ale
effect_crc = -113472519
textures = fx\kioncannon.txm
textures = fx\beam.txm
textures = fx\sarma.txm
textures = fx\newglows.txm[VisEffect]
nickname = blue_shield03 ;–- wts_shield09d ;— white-little blue glow / hallo -90%Reflectors
alchemy = fx\engines\gf_li_largeengine01.ale
effect_crc = -138283474
textures = fx\planetflare.txm
textures = fx\kioncannon.txm
textures = fx\beam.txm;-------------------------------------------------------
;-------------------- white shield[VisEffect]
nickname = white_shield01 ;–- short white flash
alchemy = fx\misc\gf_tradelaneflash.ale
effect_crc = 194269101
textures = fx\sarma.txm[VisEffect]
nickname = white_shield02 ;–- wts_shield03d ;— white effect with halo
alchemy = fx\misc\rtc_cityscapelights.ale
effect_crc = -125737795
textures = fx\sarma.txm
textures = fx\missleeffect.txm
textures = fx\smoke.txm[VisEffect]
nickname = white_shield03 ;–- wts_shield03e ;— big white flare + sparkle
alchemy = fx\misc\rtc_sanctumsparkblast.ale
effect_crc = 279018765
textures = fx\sarma.txmHave fun.
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Err, no, it’s the CRC of the effect’s name in the ALE file (specifically, the AEL portion). That’s why it’s called “effect_crc”
It’s case-sensitive. If you don’t have a CRC tool, I like Lancer Solurus’ one.
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F!R wrote:
Have fun.Thanks m8ty, I shall have lotsa fun 8-)
-
-
You don’t have to always base everything you do off an existing effect, you know? He probably altered whatever he used as a default so much that it isn’t anywhere close to anything anymore. You can just make effects from scratch, too, nothing’s stopping you.
Nice stuff indeed
We need more effects people!
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I don’t know if it is the right place to ask, sorry if I am breaking any rule but how one can add an effect to the planet? I thought that adding this neutron star effect would be nice start, but adding HP to a Solar don’t seem to work. Even in Omega 41.
Or is it more complicated? -
You need to create a “dummy” solar (people often use the buoy for that) in the same location as the planet and attach the effect to that. The best way is to make an AttachedFX equipment (they’re all in select_equip.ini, just look at the syntax) pointing to whatever Effect you want to use and then create a new loadout for your buoy and just put the attached fx there. Then you can add a loadout = name line to your Object in the system file and it should be good to go.
However, if you really want some help you should start a new topic in the Coding area of the forums.
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The neutron star effect is a solar in it’s own right if I’m not mistaken, therefore you don’t need to attach it to anything, should be able to just add it as a new object at the same co-ordinates as the planet for it to show up.
-
@ Timmy51m
An effect can’t be a solar. To attach an effect you need to define something to stick it onto, talking of the neutron star, it still would need an FX hardpoint on it, or however many you want to add to add as many effects as you want.
Then it needs defining in select_equip.ini, plus the solar loadouts.ini, effects.ini, relevant system ini file not forgetting the relevant ale file, in the neutron stars case, the space_ale.ini file.
@ Zefiryn
The neutron star efffect is defined in space_ale.ini already, so you only need to do the entries in loadouts, effects and select_equip.ini plus the EW03 file to get it working. I did this a while back, link here to my video where you can see it in action at the 25 second marker.
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=3459&forum=19
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I don’t know Gib, if I look in solararch I find this entry:
[Solar]
nickname = neutron_star
type = NON_TARGETABLE
DA_archetype = solar\misc\nav_buoy.3db
material_library = solar\Solar_mat_misc02.mat
LODranges = 0, 1, 2, 3, 4, 20000
distance_render = 5000
mass = 10000.000000
loadout = neutron_star
solar_radius = 2.443000
shape_name = NNM_SM_NAVBUOY
hit_pts = 999999961690316250000000000000000000.000000That make it a Solar if you ask me, otherwise why would it be defined there? I didn’t put it there.
and if I make this entry in Ew03:
[Object]
nickname = Ew03_neutron_star_fx
ids_name = 261048
pos = 50, 0, 262
rotate = 30, 0, 0
Archetype = neutron_star
ids_info = 66164I get the neutron star effect.
Pointless making it out be rocket science in this circumstance, it already exists you just have to stick it in a system.
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that one… and it’s little friend baxter hazard (+ various nomad fx) are defined luckily enough 'cuz there used in the story… but…
There are many that are not… think that’s were gibbon was coming from timmy 8-) and that’s were a bit of rocket science comes in handy…
EDIT: you forgot the most vital part… the loadout…
[Loadout]
nickname = neutron_star
equip = neutron_star, HpRunningLight01 <<– mounts the fx defined in select_equip.ini^^ here’s your magic! viola
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Maybe he was, but if you read what I originally said I was referring to the neutron star and nothing else, which is defined as a solar, regardless of how it actually works.
That’s my story and I’m sticking to it, at least until FF reminds me that I’m useless and ST bitch slaps me for leaving out an apostrophe s.
Doesn’t hurt to throw a mud pie into a thread here and there, one day I might get one to stick! :lol:
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[spam]
Timmy51m wrote:
Maybe he was, but if you read what I originally said I was referring to the neutron star and nothing else, which is defined as a solar, regardless of how it actually works.That’s my story and I’m sticking to it, at least until FF reminds me that I’m useless and ST bitch slaps me for leaving out an apostrophe s.
Doesn’t hurt to throw a mud pie into a thread here and there, one day I might get one to stick! :lol:
Now, that’s a really cool post!
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I love explosions. Nice work.
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I got to play with this last night…… WOW
This .ale fx mixed with the integrated WHY485 debris and trail hack… exceeds any expectations i previously had for fx. It’s one thing to see a screenshot and say oooooo … its another entirely to be at the helm and you sub-commander tells you to “check this out”… BOOM!
It’s still WIP… there’s the odd niggle to sort out, capship pops away…(my job 2 fix) and wolfie’s still playing with how it ends, there’s also alot about the .ale’s were both learning together (well wolfie mostly… im just sitting going… yep, yep, hmm no… yep…) we promise to share our findings soon (as is our way) about the alchemy of ale’s 8-)