Re: Effects showroom!
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Nice work why…
sry for this offtopic:
How can i change those effects ?
I’ve tried many different things and couldnt make that big bs explosion… or make a gun hit like bs explosion…neither of that so pls explain me which files to change, what to add. Im a newbie in this so (understand me) ;))greets
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I also fixed something else that really used to bug me. When a missile hits its target, the explosion effect flights right through the target and keeps on going. This no longer happens.
Sauce (Also known as download link)
Also, for those that want the capital ship asplosion, the file for that is here
As usual, if you want to use these, go ahead. Just give me a heads up and credit me in the readme/site/wherever.
SIMcrusher, thats where he linked to the download files, inside that RAR you will find the files that are edited to get those effects, and they already have those effects
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Well i already downloaded the battleship .ale file.
The problem is how can i make it work in Freelancer
I would like to make a movie
greets
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Thought I’d show Why485’s missiles in action. Nothing better than high-quality missile spam.
I’m using his missile and torp effects aswell and specialy the torp effect are very cool.
I made them a mod option cause some players with older pc’s had some videolag when launching a torp.Great effects keep the great work Why485
Edit: Here is a video that one of our player made in a fight.
http://de.xfire.com/video/36d35/ -
Yeah, all of the new effects are bundled under the “High-End FX” option in 88 Flak, since some of them (the Flak Cannon and Battledust effects in particular) depend on the engine tweaks High-End FX makes to function.
Edit: More effects pictures! (click to expand)
Random Battledust:
Missile barrage:
Slug fest?: -
I decided to re-do the effect that shows up when ships are damaged as well. This was also combined with a custom xp_herm texture, which is used in nearly all explosions.
Combined with the debris system, the ship damage effect makes for marvelous explosions, as you can see by this awfully put together gif and several screenshots.
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Your awesome work inspired me to upload these new screenshots. Yes, same business again, still not effects
And a test version of reflection-mapping on planets (with further research it could be used for rivers/oceans on bigger planets, but it doesn’t look good with planets entirely covered with pure water):
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Incredible work Firekiss. I love those new textures/materials.
As usual, here is the sauce for my effects. Same rules as before. You can use them freely, just give me a heads up.
Flame effect is here: http://files.filefront.com/new+damagerar/;12222915;/fileinfo.html
It replaces the effect gf_continuous_damageTorpedo impacts are here: http://files.filefront.com/hightorpedoesrar/;12246899;/fileinfo.html
Note that this includes the new torpedo effects as well as the impacts. The new torpedo explosion effects replace and are called ku_torpedo01_impact and li_torpedo01_impact. -
GREAT STUFF
- TY 4 sharing.
;D
- TY 4 sharing.
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@Syd:
when i can see the Flame effect?
By default it plays when a ship is heavily damaged and on fire. Like 10% armor left I believe. I honestly do not recall when the effect gf_continuous_damage plays, if at all, in vanilla freelancer. I am pretty sure though that it is the “your health is really low, you’re about to die” effect when you are at 10% armor.
[Edit] I accidentally called the effect the wrong name in this post, it has been corrected.
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…. n old and still funny thing, one of our players actually posted a nice pic:
flamethrower hits on a cap ship
4 those who missed the how 2:
set munition_hit_effect = gf_ku_largeengine03And maybe we can use the rheinland engine effect 2 create a green acid slime thrower.
;D -
@F!R:
And maybe we can use the rheinland engine effect 2 create a green acid slime thrower.
;DUT anyone?
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Incredible work Firekiss. I love those new textures/materials.
As usual, here is the sauce for my effects. Same rules as before. You can use them freely, just give me a heads up.
Flame effect is here: http://files.filefront.com/new+damagerar/;12222915;/fileinfo.html
It replaces the effect gf_continuous_damageTorpedo impacts are here: http://files.filefront.com/hightorpedoesrar/;12246899;/fileinfo.html
Note that this includes the new torpedo effects as well as the impacts. The new torpedo explosion effects replace and are called ku_torpedo01_impact and li_torpedo01_impact.Hi Why485,
I’ve added the effects in to try them out, i’m assuming they replace the original files. The problem i’m getting is that when any of the fx activate (damage, torpedo) all i see are squares where the effect should be. I’m clearly missing something, wonder if you could advise
*** EDIT ***
Fixed the problem
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While we’re talking about effects, have any of you noticed that the torpedo flame effect completely obscures the actual model of the torpedoes when in flight? Something i fixed in my last mod by moving the fx hardpoint back on the torpedo models for a much more realistic experience. I’ve attached the redone models, free to use for anyone interested. Just dump the included TORPEDO folder into the equipment folder in any mod
Enjoy
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@Gibbon:
While we’re talking about effects, have any of you noticed that the torpedo flame effect completely obscures the actual model of the torpedoes when in flight? Something i fixed in my last mod by moving the fx hardpoint back on the torpedo models for a much more realistic experience. I’ve attached the redone models, free to use for anyone interested. Just dump the included TORPEDO folder into the equipment folder in any mod
Enjoy
I do that too. Funny how, by looking at the torps/missiles in HardCMP, I realized I never actually knew how they looked like. I’d even say making them larger could be a good idea, too.
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We noticed that too Gibbon so we got a bigger torpedo model. However thanks for sharing i think ill take a look at what you did and see which i prefer
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Quick heads up, if you want to see all the effects I have done in action, you can download RC122 of 88 Flak. It was released sometime last week. Server is up 24/7.
I decided to re-do the effect that shows up when ships are damaged as well. This was also combined with a custom xp_herm texture, which is used in nearly all explosions.
Combined with the debris system, the ship damage effect makes for marvelous explosions, as you can see by this awfully put together gif and several screenshots.
Also note, this is already in RC122. I just never made a post about it because it was such a last minute addition that even I didn’t know what it looked like until RC122 was released.
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I could write a lengthy post explaining where this came from, how it works, etc. But for now, I am content with just a video. Please note that this is my personal mod Itano Circus, not Flak. However the ambient explosions can be implemented into other mods with some work.
Copy Paste this link for high quality.
http://www.youtube.com/watch?v=SyciCjGLL2w&fmt=18
http://www.youtube.com/watch?v=SyciCjGLL2w&fmt=18This is a short clip from my personal mod Itano Circus, a mod inspired heavily by both the Ace Combat and Macross Series.
Before the video starts I was in a pretty minor dogfight, this ended when a Molly Destroyer, escorted by 4 fighters shows up. (0:13) I do my best to keep my distance and isolate the fighters from the Destroyer. Fortunately for me, two squadrons of 8 Navy fighters join the fight. (1:02, bottom-right) They take down the Destroyer with a huge barrage of missiles (1:40) Funnily enough, just having a single 8 ship squadron spawn is a rare event, let alone two.