Nomads content pack
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Luckily farclip setting is per-system, as far as I see it’s mostly useful for some very large effect that is meant to be seen across an entire system.
Originally I also had effects for weapons that would go along those ships, but some of them are quite specialized, like gun/missile timings and timings within effects need to be in sync. If there’s an interest perhaps I could update pack with some extra goodies.
https://www.youtube.com/watch?v=nklQzYfmbrE
https://www.youtube.com/watch?v=hOVzdLhoFD8
https://www.youtube.com/watch?v=v7KvN0cygfw
https://www.youtube.com/watch?v=rMNAgelyiUU
https://www.youtube.com/watch?v=-Svh-taCQ0M (explosion effect was a placeholder)
https://www.youtube.com/watch?v=cgIV7VI7vmE (effect simply simulates lots of bullets)
https://www.youtube.com/watch?v=VJ9qSpVNBzo (more of ale trickery)There were also some new structures too and a base or two I think, gonna have to dig up backups to see first though. Some discarded concepts as well.
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Finally got to try adding the boss ship or Dreadnought as i call it, utterly bonkers ship, it’s beyond huge, totally dwarfs an Osiris which is near the rear of the ship in this shot. Animation is gorgeous, love the fx on this ship. Treewyrm did an an awesome job on this
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Is that the same as turrets not firing in general, or something different? I’ll need something in/for vanilla to test.
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Hmm. In your screenshot it seem missing two of the three materials used in the model. I recall someone mentioned having this bug as well but never encountered it myself, so I’m not aware of the fix details. Also main engine effect seem have an extra offset, probably it is attached to a wrong hardpoint. Normally those big engine effects should be attached to the first HpEngine. See this image for reference.
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Treewyrm, I’ve only used what was in the pack. I’ve attached the engine effect
[Engine]
nickname = NDREngine01
ids_name = 0
ids_info = 0
volume = 0
mass = 10
max_force = 3000000
linear_drag = 100000
reverse_fraction = 0.1
flame_effect = dsy_no2_bossengine01
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_nomad
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
cruise_start_sound = engine_no_cruise_start
cruise_loop_sound = engine_no_cruise_loop
cruise_stop_sound = engine_no_cruise_stop
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270[AttachedFX]
nickname = Dreadnought_Claw
particles = dsy_no2_bossengine01_claw[AttachedFX]
nickname = Dreadnought_Wing
particles = dsy_no2_bossengine01_wing[AttachedFX]
nickname = Dreadnought_Light
particles = dsy_no2_bossengine01_lightThe attached fx i’ve put on the HpGlowLight hardpoints, engine onto the HPEngine01 hardpoint.
If i’m doing something wrong, please tell me lol
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Hmm. That ini chunk seems to be okay. I guess it’s the missing textures and perspective that gave me wrong impression of effect offset. Not quite sure what’s the deal with that though, all materials and textures are in a single shared .mat file. Unless you’ve had a typo when referencing the file in ship archetype definition, so be sure that all ships have correct reference to no2_playerships.mat. Granted main textures used there are 1024x1024, if all else fails try to scale them down perhaps.
If you want to make them look even nicer try make custom attached lights (light_equip.ini) and put them on runninglight hardpoints, some are on same spots used by turrets. Because of surface material blending mode they aren’t going to visibly clip into geometry unlike on regular objects.
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I haven’t touched the textures, same as in the original download, so i’m a bit stumped myself atm. Because of the boss ship size, i’ve turned it into a giant turret and that works ok. It’s just those lattice lines on the fin. for the engine fx which you normally can’t have on a static object, i added an extra fx hardpoint where the engine one is and attached the engine effect to that. Don’t know if that makes a difference
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ALE effects used for engines are just like any other effects, you can make [AttachedFX] out of dsy_no2_bossengine01 and apply it to arbitrary hardpoint (including HpEngine01) of a static solar object. That’s how I tested things without making them full-fledged ships as solars are much easier and quicker to define and put in system.
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