RIP Unicornz……
Firekiss
Posts
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Well this is what I wanna see:
- bump mapping
- reflections (and reflection mapping)
- normal mapping
- sourcecode ;D
- volumetric fog
- motion blur
- unlimited system size
- scripted weapons
- and of course shadows
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Maybe this isn’t the method you were looking for, but I don’t know about faster ones…
I think this should work: duplicate the engine fire effect, and set the correct width… use zero value for pressure and make low lifetime (so that it fits frequency, 1-2 particles should be shown on the screen at the same time)… Now you have the ale, implant the effect. Attach the effect to the ship with an AttachedFX entry (select_equip.ini). If you want the EVE light effect to be brigher when you go faster, set the correct frequency values (zero or very low when you don’t move, and higher for full throttle). After that, add the use_throttle line to the AttachedFX entry, and set its value to true.
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Those are my custom ones, however many thanks to you, because the idea is by you
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Hi there. Does anyone know how to make random color settings in an ALE file?
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They are all commented out at me, and FL keeps logging to FLSpew… what could the problem be?
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Well write-protecting the file only prevents log from being saved, but FL still logs the things. I have a few things in my mod, which generate tons of error lines (they aren’t actually errors), and it greatly decreases performance…
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Hi there. Does anyone know how to disable client-side logging (FLSpew)? I’ve tried several things but I cannot disable it. Anyone knows how to? Thanks
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What do you mean with that?
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Yeah, I know about that, but what about shaking? It should be possible somehow…… I will experiment with this, but if you know anything, please share it… ;D
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Hi there. Is it possible to apply any shaking to screen other than being hit? This would be awesome with bigger explosions Is there anyone who experimented with this? If yes, I would highly appreciate if he told me if it’s possible ;D
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And how to animate guns? I mean you can see the use_animation = Sc_fire thing at all weapons, the weapon models have the animations, but they don’t do anything. Has anyone managed to get them working?
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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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I know no methods for this…. The earlier you start doing it, the earlier you finish it… just start it, and your hands will do everything after a while
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First of all, you need shield mount hardpoint(s) on the capital ships. To do this, open the target capship with HardCMP, and check if HpShield01 exists. If not, add it. Now go to the capital ship loadouts (loadouts.ini or loadouts_special.ini, this depends on the choice of author, you can find these in data/ships). Check if they have shield (you find shields in st_equip.ini which is located in data/equipment). IF they don’t have shield, add one:
equip = shield01_mark10_hf, HpShield01 <- this is the Adv. Champion shield for fighters.
Finally, open shiparch.ini, and check if the capships have the following entry:
shield_link = something, HpMount, HpShield01 <- “something” refers to a [Shield] (shield arch) in select_equip.iniI hope that can help
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And you will need FLAC for the self-regenerating armor as well
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Hi there
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Hi there. Anyone knows how to use tiling on a sphere based model (like planets)? I mean tiling the texture, not the detailmaps. ???
In memorial…
Re: Effects showroom!
Freelancer Dreamland
Re: Effects showroom!
Re: Effects showroom!
Re: Effects showroom!
Random ALE colors
How to disable client-side logging?
How to disable client-side logging?
How to disable client-side logging?
Extra screen shaking
View shaking
View shaking
FL Animations
Re: Effects showroom!
All player file rep change?
Advanced Battleship Encounters
Buy able cloaking devices and self-regenerating armor ?
Banzai
Tiles on planets