The Big Huge Effects Pack!
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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?
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Timmy51m wrote:
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?
The link was die, may you have this files?
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The files include the code but they are not integrated into their respective ini files. Was just wondering if there’s somewhere they are.
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[Black_Legion]Zeus wrote:
Is this thing flying round in .flmod format anywhere? -
No, just renaming to .flmod doesn’t work. As I posted, the files are not set up like that. The code needs putting in manually. I was wondering if anybody had already done this.