Modding, Mission Design, and Coding > The Modding Workshop

Can't isolate certain elements of bomb explosion

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Kestrellius:
I've made a slightly modified version of the Cyclops, but the explosion and shockwave don't look quite right, even though as far as I can tell I copied all the elements from weapons.tbl and the mv-effects-wep.tbm correctly (replacing the retail data with the .tbm data when necessary).

Specifically, the explosion doesn't cause the screen to flash when looked at directly, and there's no glowing orange point that lingers for a moment after the shockwave is gone. I think the lingering glow is capflash.eff, but it might be something else that looks similar. Thing is, I can't see anything anywhere in the data for the MediaVPs Cyclops that would tell it to use capflash.

Anybody know what this is? Is there an extra .tbm file hidden somewhere that I'm not seeing, that's modifying the original Cyclops and that I'll need to replicate?

Novachen:
Mhh not sure, but actually it looks like, that you should edit the mv_wep_exp_flashes.cfg aswell.

It is in mv_effects\config.

Kestrellius:

--- Quote from: Novachen on September 06, 2018, 08:19:35 am ---Mhh not sure, but actually it looks like, that you should edit the mv_wep_exp_flashes.cfg aswell.

It is in mv_effects\config.

--- End quote ---

That was it! Thanks!

(For people in the future with the same question: I didn't edit the original file; I copied the .cfg file into a config folder in one of my packages, then deleted the contents and added an entry for my custom bomb.)

Colonol Dekker:
This topic piqued my interest.  But I can't help with this I'm sorry.

Novachen:

--- Quote from: Kestrellius on September 06, 2018, 08:47:25 am ---copied the .cfg file into a config folder in one of my packages, then deleted the contents and added an entry for my custom bomb.

--- End quote ---

You should not do that, because on this way, you deactivate the effects for all the other weapons, because only your cfg is used due to the same file name. There is nothing like a modular config file in FSO.

You have to use a complete config file that has all weapons that are present in your mod with it. So in your case, because you are only use .tbms, you have to add your new bombs (and beams) to the original content for a whole new mv_wep_exp_flashes.cfg, that your mod is using :)

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