Re: Effects showroom!
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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!
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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?
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That’d be w0dk4’s turret zoom and my radar pings, but I’m afraid you’ll have to wait until Freeworlds’ release before you read up on how it’s done
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FriendlyFire wrote:
That’d be w0dk4’s turret zoom and my radar pings, but I’m afraid you’ll have to wait until Freeworlds’ release before you read up on how it’s donePlugin? DLL? You can make object show up in game now? WOW THAT’s a new secret! can you show web page? to display server’s forum in game? if you can, that will be a big change to the game.
And, I believe Freeworld will be released earlier than my mod LOL
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New snazzy lens flare and engine trail!
Reverse thrust!
This was more of a physics experiment than an effects one, but it has some new effects. I think this is a good example of how effects are more than just fancy ALE editing. It’s about working very well with everything around it to create a seamless and polished experience. See the video for more info.
View it on the actual Youtube page for HD.
http://www.youtube.com/watch?v=9R40-ghf3Ws@Myself from Youtube:
After getting sucked into Nexus: The Jupiter Incident for awhile I started to wonder if the Nexus style of ship handling can be adapted into Freelancer. Freelancer capital ships tend to lack a feeling of weight. Nexus did a terrific job of presenting this for its large ships and well, learn from the best right?
This video isn’t terribly interesting to watch, no explosions or anything. It is just a Bretonian (Liberty is overdone) Battleship undocking, doing a short circuit, then docking again. The point is to demonstrate the way the capitals handle, which is a near direct translation of the handling of capitals in Nexus.
I don’t know if anything will come of this, it was really just a fun experiment to make capitals feel heavy. Like you are carrying that weight around. This was little project was based on 88 Flak’s RC131.
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There’s nothing special or groundbreaking about what I did. The physics are just a slight modification of 88 Flak’s current battleship handling.
The ship carries more weight when turning, meaning it can’t change directions as instantaneously as before. Actual turn rate is unchanged. The ship also takes some time to reach maximum speed in either direction.
The reverse thruster is nothing special. It’s just a regular thruster that points backwards. The only interesting thing I had to do with the thruster was a quick EXE hack courtesy of adoxa so that the thruster sound plays when you set the thrust to a negative value.
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Here is the actual engine effects used in the video. They’re pretty specific purpose, but they are here if anyone wants to use them directly or as base code for something else.
I also haven’t tested it, but I get the feeling that it won’t work properly in multiplayer. As far as I’m aware, the state of a player’s engine does not get sent to the server or other players. Meaning to a player observing another player’s engine, the engine will always be at idle. In this case of this effect, idle looking like the engine is completely turned off.
The settings I used in the engine_equip file were these:
flame_effect = gf_br_largeengine03 trail_effect = gf_br_smallengine03_trail trail_effect_player = gf_br_smallengine03_trail