Re: Effects showroom!
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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:
<object width=“560” height=“315” classid=“clsid:d27cdb6e-ae6d-11cf-96b8-444553540000” codebase=“http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0”><param name=“src” value=“http://www.youtube.com/v/evUUxU-R2Q8?fs=1&hl=en_US&hd=1”><param name=“allowfullscreen” value=“true”><param name=“allowscriptaccess” value=“always”><embed src=“http://www.youtube.com/v/evUUxU-R2Q8?fs=1&hl=en_US&hd=1” type=“application/x-shockwave-flash” width=“560” height=“315” allowfullscreen=“true” allowscriptaccess=“always”></object> -
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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<object width=“560” height=“315”><param name=“movie” value=“http://www.moddb.com/media/embed/314062”><param name=“wmode” value=“transparent”><param name=“allowfullscreen” value=“true”><param name=“allowscriptaccess” value=“always”><embed src=“http://www.moddb.com/media/embed/314062” type=“application/x-shockwave-flash” wmode=“transparent” allowfullscreen=“true” allowscriptaccess=“always” width=“560” height=“315”></object>
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.
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A couple of things i found in FL that are unused so modified them a bit and stuck them in my mod,
This shimmers and sparkles and rotates
This pulses in an eye searing fashion every few seconds
The neutron star effect, nothing really new apart from it was missing so i put it back. I know others have done this as well but it still looks cool.
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Been a long long time since I’ve seen the end sequence of the storyline, but those might be the effects from trents ship as the artifact activates the hypergate.
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Gibbon wrote:
A couple of things i found in FL that are unused so modified them a bit and stuck them in my mod,This shimmers and sparkles and rotates
This pulses in an eye searing fashion every few seconds
The neutron star effect, nothing really new apart from it was missing so i put it back. I know others have done this as well but it still looks cool.
Can you tell us please what are their original nicknames, that we can use them?