Re: Effects showroom!
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http://www.youtube.com/watch?v=AqyR-mETepA&fmt=18
It is very difficult to see the subtleties of the effect in that video. I will have screenshots up shortly.
WOW, it seem like a really flak now.
How can you do this? i cant download the code but i think you make the flak ammo fast and have a short lifetime, did it?
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Firekiss, have you posted your extensive texture replacements and ale replacements anywhere? I am really curious to see them for myself. I remember seeing your work originally on Digital Brilliance and was/am very impressed.
Also, just one more video, after this I will leave you guys alone. In the video I am not the one using the flak, but rather the Battleship piloted by another is. It’s great fun to watch and fly through. I am piloting a support gunboat for taking out fighters.
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Disco light pwnage from Kyushu:
Anyway, it’s not just about texture replacements, but about much much more ;DPS: you guys gave me an amazing idea with the flak turrets. I will add them to battleships: the turrets themselves will be “inside” the battleship mesh, you won’t see it, there won’t be any muzzle flashes or projectile effects, you will only notice extra explosions around you.
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I’m looking for a big muzzle flash effect, kinda like a big WWII battleship muzzle flash. Are there any in the game that you can suggest?
R
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thx. I’ll take a look at those.
R
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I was looking at the effect using the ale editor. The ael and anl files aren’t very straight forward in interpretation.
I want to increase the amount of smoke, and the smoke duration of the flak effect.These are the smoke entries from the ael file:
ANL_Nickname = gf_explosion_super_flaksmoke_Sphere.emt ; 0x0A82C490 176342160 Parent = 11 FX_Slot = 13 Slot_Flag = 0 ; *** Param #7 ANL_Nickname = gf_explosion_super_flaksmokebasic ; 0x0F93B644 261338692 Parent = NULL FX_Slot = 14 Slot_Flag = 0 ; *** Param #8
And, from the anl file:
[Section] ; ==> 5 FX_Type = FxBasicAppearance Node_Name = gf_explosion_super_flaksmokebasic ; 0x0F93B644 261338692 Node_LifeSpan = Infinite Node_Transform = {} Appearance_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 2.4908189773559570, 1.0000000000000000, 0.9952849745750427 SubFlag = 3 } BasicApp_TriTexture = True BasicApp_QuadTexture = False BasicApp_MotionBlur = False BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.4137931168079376, 0.2519608139991760, 0.2519608139991760, 0.2501960694789887 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0032170000486076, 0.0000000000000000, 0.1532170027494431, 0.0000000000000000, 0.2062100470066071, 0.6003473997116089, 1.0000000000000000, 0.0000000000000000 SubFlag = 4 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0032171583734453, 13.0365867614746090, 1.0000000000000000, 24.0317306518554690 SubFlag = 4 } BasicApp_HToVAspect = { Entry = 0.0000000000000000 SubEntry = 0.0000000000000000, 1.0000000000000000 } BasicApp_Rotate = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.0000000000000000, 1.0000000000000000, 1.0017369985580444 SubFlag = 4 } BasicApp_TexName = smokecard ; 0xF0E32E74 4041420404 BasicApp_BlendInfo = 5, 6 BasicApp_UseCommonTexFrame = True BasicApp_TexFrame = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 1 SubEntry = 0.0000000000000000, 0.0000000000000000 SubEntry = 0.9970510005950928, 1.0047146081924438 } BasicApp_CommonTexFrame = { Entry = 0.0000000000000000, 0.0000000000000000 } BasicApp_FlipTexU = True BasicApp_FlipTexV = True ; **************************************************************************** AND [Section] ; ==> 11 FX_Type = FxSphereEmitter Node_Name = gf_explosion_super_flaksmoke_Sphere.emt ; 0x0A82C490 176342160 Node_LifeSpan = 3.0000000000000000 Node_Transform = {} Emitter_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000 SubFlag = 4 } Emitter_InitialParticles = 1 Emitter_Frequency = { Flag = 4 Entry = 0.0000000000000000, 100.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.3994559943675995, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } Emitter_MaxParticles = { Flag = 4 Entry = 0.0000000000000000, 10000.0000000000000000 EFlag = 0 } Emitter_EmitCount = { Entry = 0.0000000000000000, 0.0000000000000000 } Emitter_InitLifeSpan = { Flag = 4 Entry = 0.0000000000000000, 2.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = -0.0002680000034161, 3.0000000000000000, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0061659999191761, 0.0004889999981970, 0.0000000000000000, 0.0000000000000000 } Emitter_VelocityApproach = { Entry = 0.0000000000000000, 0.0000000000000000 } SphereEmitter_MinRadius = { Entry = 0.0000000000000000, 0.0000000000000000 } SphereEmitter_MaxRadius = { Entry = 0.0000000000000000, 1.0000000000000000 SubEntry = -0.0128680001944304, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ; ****************************************************************************
Is there any guidance on what the sections, subentries, and values mean?
I’m presuming that in the FX_Type = FxSphereEmitter section (node_name = gf_explosion_super_flaksmoke_sphere.emt)
that the Node_LifeSpan is the length of time of that part of the effect (3 seconds?) Seems shorter somehow when watching it.
MaxParticles: Is that the density of the smoke?
InitLifeSpan: ??
SphereEmitter_MaxRadius: Is that the overall size of the smoke effect?
Any suggestions helpful. Aden’s tutorial didn’t go into a whole lot of detail.
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Impressive work as always Firekiss.
Taking after Nexus, I decided to give capital ship explosions a little more oomph. The target here is a Rheinland Cruiser, the effect was obviously meant for the Battleships, but it’s tough to find Battleships roaming around. So I just applied it to everything. The point it to show the effect.
]Taking after Nexus, I decided to give capital ship explosions a little more oomph. The target here is a Rheinland Cruiser, the effect was obviously meant for the Battleships, but it’s tough to find Battleships roaming around. So I just applied it to everything. The point it to show the effect.
It’s a simple effect. Just a modified version of the the Liberty Battleships explosion effects. As always the most difficult part was to get the effect working in the first place.
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OMG now thats a very cool BS explosion!!! good work
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Thats more effing like it ^^
fecking nice FX
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So on a whim I decided to redo missiles again. They are now even more Ace Combat than they were before.
I also fixed something else that really used to bug me. When a missile hits its target, the explosion effect flights right through the target and keeps on going. This no longer happens.
Sauce (Also known as download link)
Also, for those that want the capital ship asplosion, the file for that is here
As usual, if you want to use these, go ahead. Just give me a heads up and credit me in the readme/site/wherever.
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Nice ^^ but this is the real Ace Combat.
air Combat i know, but me and me dad spent hours playing this… head to head ofc xD
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Because I just can’t leave the suckers alone…
I had tried earlier to create a “volume” looking texture similar to what you see in the Ace Combat screens, but could not because the missile trails all had random rotations applied to their particles. I noticed yesterday morning that the fire effect when your heavily damaged has no random rotation applied to it. I looked into it and found that setting Motion_Blur = True will lock the particles orientation to “up.” So now, missiles have their own unique texture (missilesmoke, located in the smoke.txm), and look much more voluminous.
As usual, Download Here