Re: Effects showroom!
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The effect itself is done. However I’m trying to figure out an implementation of this that won’t fall apart under lag. In a lag-less environment it works spectacularly. But because the weapons are missile based, when you get those one or two second pauses due to lag, the missiles stay in their barrels and explode right on top of you.
Note: The below pertains specifically to the 88 Flak mod, I thought I would copy-paste it anyway just to give you an idea of what I’ve been doing.
Update: I balanced the weapon based on the assumption that you will use a quarter (4 guns) of a large capital armament for flak. While you could equip all 16, it is a very bad idea due to energy drain, not to mention you would lag up a storm. I also adjusted ww2JacobBot and wo3dy to use the Flak for testing and fun.
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Since the effect itself is done, and I’m just making my own gun now, DOWNLOAD THE ALE HERE.
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thx! how to implement?
Tried this:
[VisEffect]
nickname = gf_explosion_flak
alchemy = fx\explosions\gf_explosion_super_flak.ale
effect_crc = 290209852
textures = fx\sarma.txm
textures = fx\lightbeam.txm
textures = fx\standardeffects.txm
textures = fx\kioncannon.txmbut that doesnt really work as expected
/edit works
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Yeah thx and i have the same problem…. effect doesn’t appear
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Sorry about that, I forgot to mention. You have to use the CRC calculator (found on Digital Brilliance) to get the effect_crc of the thingie. Alternatively, you can just copy the one I wrote.
[Edit] I guess the CRC has to match the nickname (not file name), because you used the same CRC as I did.
[VisEffect]
nickname = gf_explosion_super_flak
alchemy = fx\explosions\gf_explosion_super_flak.ale
effect_crc = 290209852
textures = fx\sarma.txm
textures = fx\lightbeam.txm
textures = fx\standardeffects.txm
textures = fx\kioncannon.txm -
I modified your effect a little bit:
- longer flame effect (like your first video)
- shorter smoke effect
- scaled down the whole effect
http://files.filefront.com/gf+explosion+super+flaktale/;11783873;/fileinfo.html
if someone’s interested
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Yes I’m interessted wodka.
Thank u both it works now.From the 1.7 credits:
- Flak explosion effect by Why485 (edited by wodka)
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http://www.youtube.com/watch?v=AqyR-mETepA&fmt=18
It is very difficult to see the subtleties of the effect in that video. I will have screenshots up shortly.
WOW, it seem like a really flak now.
How can you do this? i cant download the code but i think you make the flak ammo fast and have a short lifetime, did it?
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Firekiss, have you posted your extensive texture replacements and ale replacements anywhere? I am really curious to see them for myself. I remember seeing your work originally on Digital Brilliance and was/am very impressed.
Also, just one more video, after this I will leave you guys alone. In the video I am not the one using the flak, but rather the Battleship piloted by another is. It’s great fun to watch and fly through. I am piloting a support gunboat for taking out fighters.
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Disco light pwnage from Kyushu:
Anyway, it’s not just about texture replacements, but about much much more ;DPS: you guys gave me an amazing idea with the flak turrets. I will add them to battleships: the turrets themselves will be “inside” the battleship mesh, you won’t see it, there won’t be any muzzle flashes or projectile effects, you will only notice extra explosions around you.
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I’m looking for a big muzzle flash effect, kinda like a big WWII battleship muzzle flash. Are there any in the game that you can suggest?
R
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thx. I’ll take a look at those.
R
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I was looking at the effect using the ale editor. The ael and anl files aren’t very straight forward in interpretation.
I want to increase the amount of smoke, and the smoke duration of the flak effect.These are the smoke entries from the ael file:
ANL_Nickname = gf_explosion_super_flaksmoke_Sphere.emt ; 0x0A82C490 176342160 Parent = 11 FX_Slot = 13 Slot_Flag = 0 ; *** Param #7 ANL_Nickname = gf_explosion_super_flaksmokebasic ; 0x0F93B644 261338692 Parent = NULL FX_Slot = 14 Slot_Flag = 0 ; *** Param #8
And, from the anl file:
[Section] ; ==> 5 FX_Type = FxBasicAppearance Node_Name = gf_explosion_super_flaksmokebasic ; 0x0F93B644 261338692 Node_LifeSpan = Infinite Node_Transform = {} Appearance_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 2.4908189773559570, 1.0000000000000000, 0.9952849745750427 SubFlag = 3 } BasicApp_TriTexture = True BasicApp_QuadTexture = False BasicApp_MotionBlur = False BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.4137931168079376, 0.2519608139991760, 0.2519608139991760, 0.2501960694789887 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0032170000486076, 0.0000000000000000, 0.1532170027494431, 0.0000000000000000, 0.2062100470066071, 0.6003473997116089, 1.0000000000000000, 0.0000000000000000 SubFlag = 4 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0032171583734453, 13.0365867614746090, 1.0000000000000000, 24.0317306518554690 SubFlag = 4 } BasicApp_HToVAspect = { Entry = 0.0000000000000000 SubEntry = 0.0000000000000000, 1.0000000000000000 } BasicApp_Rotate = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.0000000000000000, 1.0000000000000000, 1.0017369985580444 SubFlag = 4 } BasicApp_TexName = smokecard ; 0xF0E32E74 4041420404 BasicApp_BlendInfo = 5, 6 BasicApp_UseCommonTexFrame = True BasicApp_TexFrame = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 1 SubEntry = 0.0000000000000000, 0.0000000000000000 SubEntry = 0.9970510005950928, 1.0047146081924438 } BasicApp_CommonTexFrame = { Entry = 0.0000000000000000, 0.0000000000000000 } BasicApp_FlipTexU = True BasicApp_FlipTexV = True ; **************************************************************************** AND [Section] ; ==> 11 FX_Type = FxSphereEmitter Node_Name = gf_explosion_super_flaksmoke_Sphere.emt ; 0x0A82C490 176342160 Node_LifeSpan = 3.0000000000000000 Node_Transform = {} Emitter_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000 SubFlag = 4 } Emitter_InitialParticles = 1 Emitter_Frequency = { Flag = 4 Entry = 0.0000000000000000, 100.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.3994559943675995, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } Emitter_MaxParticles = { Flag = 4 Entry = 0.0000000000000000, 10000.0000000000000000 EFlag = 0 } Emitter_EmitCount = { Entry = 0.0000000000000000, 0.0000000000000000 } Emitter_InitLifeSpan = { Flag = 4 Entry = 0.0000000000000000, 2.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = -0.0002680000034161, 3.0000000000000000, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0061659999191761, 0.0004889999981970, 0.0000000000000000, 0.0000000000000000 } Emitter_VelocityApproach = { Entry = 0.0000000000000000, 0.0000000000000000 } SphereEmitter_MinRadius = { Entry = 0.0000000000000000, 0.0000000000000000 } SphereEmitter_MaxRadius = { Entry = 0.0000000000000000, 1.0000000000000000 SubEntry = -0.0128680001944304, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ; ****************************************************************************
Is there any guidance on what the sections, subentries, and values mean?
I’m presuming that in the FX_Type = FxSphereEmitter section (node_name = gf_explosion_super_flaksmoke_sphere.emt)
that the Node_LifeSpan is the length of time of that part of the effect (3 seconds?) Seems shorter somehow when watching it.
MaxParticles: Is that the density of the smoke?
InitLifeSpan: ??
SphereEmitter_MaxRadius: Is that the overall size of the smoke effect?
Any suggestions helpful. Aden’s tutorial didn’t go into a whole lot of detail.
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Impressive work as always Firekiss.
Taking after Nexus, I decided to give capital ship explosions a little more oomph. The target here is a Rheinland Cruiser, the effect was obviously meant for the Battleships, but it’s tough to find Battleships roaming around. So I just applied it to everything. The point it to show the effect.
]Taking after Nexus, I decided to give capital ship explosions a little more oomph. The target here is a Rheinland Cruiser, the effect was obviously meant for the Battleships, but it’s tough to find Battleships roaming around. So I just applied it to everything. The point it to show the effect.
It’s a simple effect. Just a modified version of the the Liberty Battleships explosion effects. As always the most difficult part was to get the effect working in the first place.