Re: Effects showroom!
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I tend to agree with w0dk4 and OP… It just feels in your face way too much and looks a bit like saying “HEY LOOK, WE HAVE BLOOM IN!”. Moderation has always been more tasteful in my humble opinion.
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Using Bloom is all well and good… aslong as it aint overkilled lol, i wanna see the enemy, not be blinded.
anyone else got anything they wanna show?
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This is what “happened” when I played with effects, quite a few months (maybe even more than a year) ago…
http://www.youtube.com/v/34ksE5Jjvb4
All are from standard FL though.
PS: yeah I know about moderation etc…
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Some great eye candy here, looks like I need to quit being lazy or risk being left behind
@Chili: did you extend the engine glow forward to engulf the whole ship? Rather nice effect against the dark blue background of space, proves pink does work with the right color combination.@Firekiss: is there some setting in that shader which would limit the desaturation to only occur above a certain brightness level and concentration?
@Trent: me likes the colors here as well, and a nice blend of effects in the fuse. Gotta also think of how things act in space; no gravity, so explosions are omni-directional -unless of course it’s a hull breach.
@Jong: the corona around the explosion is a nice touch, and (if I’m correct) the use of animated texture. You may wish to reduce the number of particles to smooth out the explosion animation.
@Aden: is that a modification of a tractor beam? The electric particles blend together quite well and almost appear random -a good thing I recognize the particle texture, nice recolor as well. Oh and that nuke explosion looks great, nice ending.
@Nieckey: you might have fun with the Glyphs for those as well (\data\FX\glyphs.txm and one other file I forgot ) Was thinking something similar for use on Shield hit effects.
@FriendlyFire: is that a custom Tube effect also? Seems I recall the standard tube looks like someone went nuts on acid and tie-dyed the walls. But the one in the video actually resembles what a wormhole might really look like.
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Nah i never extended the beam / flame length in the .ale that much although I did some minor tweaking to change the size slightly. it’s actually another engine hardpoint, but since that screenie I have moved it forward to the front so there is engine at front and back ;D just to be a little different
would adjust the front one to give a cascading / waterfall effect down the outside of the ship, instead of it going through the body itself. Maybe i can do a seperate non engine effect like this and just assign it to that hardpoint that way. Needs a little more work to get that though, i kinda like how it is now anyway…
edit: In fact I just had another idea! gonna give it a try quickly tonight and post some srceens up if it works…
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Species 8472. Damn, there are a lot of Freelancer Trekkies.
edit: In fact I just had another idea!
Oh dear. Hide all women and children and proceed to the nearest safe zone. ;D
Ya know, it might be good to post some of my effects. They’re simple recolors and were made before LS made the editor, but I think they’re good.
MK
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Engine FX example
The FX below will give you a new engine trail (real long) and the classic Star Trek blue flash when entering cruise. Also contains additional comments on what each section is for and how some of the commands work.
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