Re: Effects showroom!
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You don’t have to always base everything you do off an existing effect, you know? He probably altered whatever he used as a default so much that it isn’t anywhere close to anything anymore. You can just make effects from scratch, too, nothing’s stopping you.
Nice stuff indeed
We need more effects people!
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I don’t know if it is the right place to ask, sorry if I am breaking any rule but how one can add an effect to the planet? I thought that adding this neutron star effect would be nice start, but adding HP to a Solar don’t seem to work. Even in Omega 41.
Or is it more complicated? -
You need to create a “dummy” solar (people often use the buoy for that) in the same location as the planet and attach the effect to that. The best way is to make an AttachedFX equipment (they’re all in select_equip.ini, just look at the syntax) pointing to whatever Effect you want to use and then create a new loadout for your buoy and just put the attached fx there. Then you can add a loadout = name line to your Object in the system file and it should be good to go.
However, if you really want some help you should start a new topic in the Coding area of the forums.
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The neutron star effect is a solar in it’s own right if I’m not mistaken, therefore you don’t need to attach it to anything, should be able to just add it as a new object at the same co-ordinates as the planet for it to show up.
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@ Timmy51m
An effect can’t be a solar. To attach an effect you need to define something to stick it onto, talking of the neutron star, it still would need an FX hardpoint on it, or however many you want to add to add as many effects as you want.
Then it needs defining in select_equip.ini, plus the solar loadouts.ini, effects.ini, relevant system ini file not forgetting the relevant ale file, in the neutron stars case, the space_ale.ini file.
@ Zefiryn
The neutron star efffect is defined in space_ale.ini already, so you only need to do the entries in loadouts, effects and select_equip.ini plus the EW03 file to get it working. I did this a while back, link here to my video where you can see it in action at the 25 second marker.
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=3459&forum=19
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I don’t know Gib, if I look in solararch I find this entry:
[Solar]
nickname = neutron_star
type = NON_TARGETABLE
DA_archetype = solar\misc\nav_buoy.3db
material_library = solar\Solar_mat_misc02.mat
LODranges = 0, 1, 2, 3, 4, 20000
distance_render = 5000
mass = 10000.000000
loadout = neutron_star
solar_radius = 2.443000
shape_name = NNM_SM_NAVBUOY
hit_pts = 999999961690316250000000000000000000.000000That make it a Solar if you ask me, otherwise why would it be defined there? I didn’t put it there.
and if I make this entry in Ew03:
[Object]
nickname = Ew03_neutron_star_fx
ids_name = 261048
pos = 50, 0, 262
rotate = 30, 0, 0
Archetype = neutron_star
ids_info = 66164I get the neutron star effect.
Pointless making it out be rocket science in this circumstance, it already exists you just have to stick it in a system.
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that one… and it’s little friend baxter hazard (+ various nomad fx) are defined luckily enough 'cuz there used in the story… but…
There are many that are not… think that’s were gibbon was coming from timmy 8-) and that’s were a bit of rocket science comes in handy…
EDIT: you forgot the most vital part… the loadout…
[Loadout]
nickname = neutron_star
equip = neutron_star, HpRunningLight01 <<– mounts the fx defined in select_equip.ini^^ here’s your magic! viola
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Maybe he was, but if you read what I originally said I was referring to the neutron star and nothing else, which is defined as a solar, regardless of how it actually works.
That’s my story and I’m sticking to it, at least until FF reminds me that I’m useless and ST bitch slaps me for leaving out an apostrophe s.
Doesn’t hurt to throw a mud pie into a thread here and there, one day I might get one to stick! :lol:
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[spam]
Timmy51m wrote:
Maybe he was, but if you read what I originally said I was referring to the neutron star and nothing else, which is defined as a solar, regardless of how it actually works.That’s my story and I’m sticking to it, at least until FF reminds me that I’m useless and ST bitch slaps me for leaving out an apostrophe s.
Doesn’t hurt to throw a mud pie into a thread here and there, one day I might get one to stick! :lol:
Now, that’s a really cool post!
[/spam]
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I love explosions. Nice work.
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I got to play with this last night…… WOW
This .ale fx mixed with the integrated WHY485 debris and trail hack… exceeds any expectations i previously had for fx. It’s one thing to see a screenshot and say oooooo … its another entirely to be at the helm and you sub-commander tells you to “check this out”… BOOM!
It’s still WIP… there’s the odd niggle to sort out, capship pops away…(my job 2 fix) and wolfie’s still playing with how it ends, there’s also alot about the .ale’s were both learning together (well wolfie mostly… im just sitting going… yep, yep, hmm no… yep…) we promise to share our findings soon (as is our way) about the alchemy of ale’s 8-)
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Well, I’m done with this explosion, waiting for Xar to fix the model pop-away and I’ll upload a video.
People, come upload effects here, damnit! I want to see someone elses work too.
EDIT: I just noticed Why485s debris is suddenly not working, I should readd it, but I’m off to bed now.
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Some small dabbling with explosions.
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FriendlyFire wrote:
Some small dabbling with explosions.WOW awesome, lot’s of secret on that video FF…… How can you zoom main view? and how to show the icon for zoom outed ship?