Re: Effects showroom!
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Xarian_Prime wrote:
Before recoding it to look good minus Bloom 2 settings… wanna drop a copy in my PM box?? I use the B2 setting… & would really adore playing with this myself for a few hours… have plans to upgrade the vertical torps with such an explosion you see 8-)That actually reminds me of an issue I encountered when working on this. Due to the way the fire works, if the emitter is moving as the effect plays, then the effect will not line up with itself. To counter this, I parented all the particles to the emitter. This is fine for when ships explode as the explosion would realistically move along the ships vector anyway.
The problem however is that when attached to missile type weapons, what will happen is that the explosion will start where the missile exploded, and then continue on the missiles velocity as if it had never collided. This is what causes those annoying clouds that fly straight through a ship when you score a missile hit in vanilla Freelancer.
The bottom line is, this effect (as currently implemented) cannot work as intended for a missile explosion. You either have the entire effect continue on the missile’s velocity pre-hit, or alternatively an effect that is misaligned.
That’s not to say the effect can’t be adapted. But I’m not sure how to do that yet, because I tried doing it last night but with no good results.
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hehe, your the fx master i wont argue with ye… i can see the massive vertical explosion already tearing past the explosion zone going downwards as if it never went boom… yeah… not desired.
Looks awesome though Why, I’ve built a nice little shrine to you on my desktop with all your files & fx additions over the past year and a bit… I call it the “Whyshrine” this’ll make a great centerpiece when your finished with it
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Nice! looks youve pretty much nailed that effect. especially like the animation too and the way the ship turns about its own axis
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FriendlyFire made that effect with ALE editing. It was just a lot of hard work and trial and error…and a lot of experience with ALEs
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That is seriously awesome work mate. well done to you as well as FF and his ALE effects work
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hi to ALL
fx effect lancer missile
http://www.youtube.com/watch?v=ZuNY4JpK3hI
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effect torpedo “starkiller”
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FriendlyFire’s new explosion effects:
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Huor wrote:
the first explosions looks good, the 2nd too - but i think the 2nd one is way too big. What i like most are the little depris that are vanishing after some time. That one looks really neatThanks, Huor. As it for it being too big, we can never get consensus on that, lol. Some people say, NOT BIG ENOUGH, and some people say,TOO BIG.
Where’s Goldilocks when you need her?
Anyways, still a WIP so there might be some adjustments
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Videos & Audio - Freeworlds: Tides of War Mod for Freelancer - Mod DBThat work?
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I just checked some other videos on moddb and they all don’t work for me. The strange thing is it worked some weeks ago…
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Sorry, slow PC. It is for DoD, maybe.
http://www.youtube.com/watch?v=wu5HCQtQPKw
In shiparch.ini:
[Ship] ... nickname = li_dreadnought ... hit_pts = 840000 ... [CollisionGroup] explosion_resistance = 0.200000 obj = Li_nose_lod1 separable = true parent_impulse = 60.000000 child_impulse = 2000.000000 debris_type = cap_ship_piece2 mass = 50.000000 fuse = miningbase_small_ice_burning_fuse, 0, 1 ; use fuse with 'death_fuse = false' fuse = fuse_space_arch_burning, 0.000000, 1 ; -//- group_dmg_hp = DpFrnt group_dmg_obj = li_dread_front_cap hit_pts = 420000 ; make hit points lower than ship hull root_health_proxy = false ; disable link with root
Works completely at server-side.