Re: Effects showroom!
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…. n old and still funny thing, one of our players actually posted a nice pic:
flamethrower hits on a cap ship
4 those who missed the how 2:
set munition_hit_effect = gf_ku_largeengine03And maybe we can use the rheinland engine effect 2 create a green acid slime thrower.
;D -
@F!R:
And maybe we can use the rheinland engine effect 2 create a green acid slime thrower.
;DUT anyone?
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Incredible work Firekiss. I love those new textures/materials.
As usual, here is the sauce for my effects. Same rules as before. You can use them freely, just give me a heads up.
Flame effect is here: http://files.filefront.com/new+damagerar/;12222915;/fileinfo.html
It replaces the effect gf_continuous_damageTorpedo impacts are here: http://files.filefront.com/hightorpedoesrar/;12246899;/fileinfo.html
Note that this includes the new torpedo effects as well as the impacts. The new torpedo explosion effects replace and are called ku_torpedo01_impact and li_torpedo01_impact.Hi Why485,
I’ve added the effects in to try them out, i’m assuming they replace the original files. The problem i’m getting is that when any of the fx activate (damage, torpedo) all i see are squares where the effect should be. I’m clearly missing something, wonder if you could advise
*** EDIT ***
Fixed the problem
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While we’re talking about effects, have any of you noticed that the torpedo flame effect completely obscures the actual model of the torpedoes when in flight? Something i fixed in my last mod by moving the fx hardpoint back on the torpedo models for a much more realistic experience. I’ve attached the redone models, free to use for anyone interested. Just dump the included TORPEDO folder into the equipment folder in any mod
Enjoy
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@Gibbon:
While we’re talking about effects, have any of you noticed that the torpedo flame effect completely obscures the actual model of the torpedoes when in flight? Something i fixed in my last mod by moving the fx hardpoint back on the torpedo models for a much more realistic experience. I’ve attached the redone models, free to use for anyone interested. Just dump the included TORPEDO folder into the equipment folder in any mod
Enjoy
I do that too. Funny how, by looking at the torps/missiles in HardCMP, I realized I never actually knew how they looked like. I’d even say making them larger could be a good idea, too.
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We noticed that too Gibbon so we got a bigger torpedo model. However thanks for sharing i think ill take a look at what you did and see which i prefer
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Quick heads up, if you want to see all the effects I have done in action, you can download RC122 of 88 Flak. It was released sometime last week. Server is up 24/7.
I decided to re-do the effect that shows up when ships are damaged as well. This was also combined with a custom xp_herm texture, which is used in nearly all explosions.
Combined with the debris system, the ship damage effect makes for marvelous explosions, as you can see by this awfully put together gif and several screenshots.
Also note, this is already in RC122. I just never made a post about it because it was such a last minute addition that even I didn’t know what it looked like until RC122 was released.
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I could write a lengthy post explaining where this came from, how it works, etc. But for now, I am content with just a video. Please note that this is my personal mod Itano Circus, not Flak. However the ambient explosions can be implemented into other mods with some work.
Copy Paste this link for high quality.
http://www.youtube.com/watch?v=SyciCjGLL2w&fmt=18
http://www.youtube.com/watch?v=SyciCjGLL2w&fmt=18This is a short clip from my personal mod Itano Circus, a mod inspired heavily by both the Ace Combat and Macross Series.
Before the video starts I was in a pretty minor dogfight, this ended when a Molly Destroyer, escorted by 4 fighters shows up. (0:13) I do my best to keep my distance and isolate the fighters from the Destroyer. Fortunately for me, two squadrons of 8 Navy fighters join the fight. (1:02, bottom-right) They take down the Destroyer with a huge barrage of missiles (1:40) Funnily enough, just having a single 8 ship squadron spawn is a rare event, let alone two.
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Those are my custom ones, however many thanks to you, because the idea is by you
Let me know if you figure out an efficient way to implement EVE lights onto ship engines. It’s something I’ve always wanted to do but it requires a lot of in in depth pretty tedious work. I don’t know of a way to do it efficiently to every ship.
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Maybe this isn’t the method you were looking for, but I don’t know about faster ones…
I think this should work: duplicate the engine fire effect, and set the correct width… use zero value for pressure and make low lifetime (so that it fits frequency, 1-2 particles should be shown on the screen at the same time)… Now you have the ale, implant the effect. Attach the effect to the ship with an AttachedFX entry (select_equip.ini). If you want the EVE light effect to be brigher when you go faster, set the correct frequency values (zero or very low when you don’t move, and higher for full throttle). After that, add the use_throttle line to the AttachedFX entry, and set its value to true.
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That’s a really interesting technique, I will have to look into that.
Lately I have been messing with timings to create delay-launch missiles. Makes for hugely dramatic launches. Most of all for weapons like this:
Copy Paste for high quality: http://www.youtube.com/watch?v=iCrwmxQpDxA&fmt=18
http://www.youtube.com/watch?v=iCrwmxQpDxA&fmt=18The secret to this is pretty simple.
Emitter_Frequency = {
Flag = 4
Entry = 0.0000000000000000, 100.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.00, 60.00, 0.00, 0.00
SubEntry = 0.24, 60.00, 0.00, 0.00
SubEntry = 0.25, 30.00, 0.00, 0.00
SubEntry = 0.79, 30.00, 0.00, 0.00
SubEntry = 0.80, 60.00, 0.00, 0.00I found that using multiple sub-entries allows for creation of an absolute timing scheme rather than the relative scheme that is normally found. When they are used in the emitter_frequency context anyways. This is basically saying that from time = 0 to 0.24, there is a short puff of smoke, then from 0.25 to 0.79, there is a slight smoke trail, then from 0.80 to the rest of the effect, the engine is ignited, and there is a full trail. Note, values greater than 1 are entirely possible, its just that in this example I only needed fractions of a second.
You will also need to modify your missile engines and muzzle velocities to create a believable motion for the missile. For my normal missiles I actually have the muzzle velocity at -20, dispersion_angle at 0.0001 (dispersion angle cannot be zero when there is a negative muzzle velocity, otherwise the missile always fires backwards), an acceleration of 100, and motor lifetime of 2.
[Edit]
Also, Youtube now has a super HD quality thingie. You can now watch videos uploaded in 1280x720 in their native-ish resolution. Meaning you can now watch them full screen with much less artifacts than before. I will definitely be taking advantage of this. “Another short clip of the mod. Since last video, torpedoes have been adjusted to be mounted on applicable fighters in pairs.”
Copy - Paste link as usual. SIlly Starport auto-embed.
http://www.youtube.com/watch?v=U1jRqTGi6Xw&fmt=22