Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Lightspeed on December 28, 2003, 11:23:20 am

Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on December 28, 2003, 11:23:20 am
Yeah... my next 'little thing in the agenda' :)
Weapon effects!
Finally each weapon will have specialised glows and effects, fully making use of SCP's new features and 32-bit capabilities :D

However, it is extremely hard to come by good screenshots, due to the high sped of projectile weapons, and the way screenshots are taken by the FS2 engine, so I can use any screenshot help you can give me. Also I need more comments and people who try them since it's not obvious from the screenies what they look like :(

This is the best I could get with my new Subach effects :rolleyes:

You cannot really see much here, but try it in-game :nod:

(http://www.penguinbomb.com/lightspeed/Subach.jpg)

Pointers and / or comments needed!

FS2_new_weapon_FX_v0.2e (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.2e.zip)

Progress:

done (with impact effects!)
done
there's a version out
WIP
yet to do

Subach HL-7
Subach HL-7-Dogfight
Mekhu-HL-7
Mekhu HL-7-Dogfight
Akheton SDG
Morning Star
Morning Star D
Prometheus R
Prometheus S
Prometheus D
Maxim
Maxim D
UD-8-Kayser
UD-D-Kayser
Circe
Lamprey
Vasudan Light Laser
Hornet Swarm missile


Vapula
Alouqua
Qutrob
Iblis
Lamassu

More shivan stuff / Impact Effects

Shivan Light Laser
Shivan Heavy Laser
Shivan Mega Laser
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Nico on December 28, 2003, 11:44:24 am
Just change the tbl and give the weapon you wanna take screens of a very low speed ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Flipside on December 28, 2003, 11:44:37 am
Looking good! My only suggestion would be to use the '.' key on the numberpad and rotate around the ship, hit fire and tap PrtScr a couple of times while holding down fire, that should let you get a decent shot for fighters at least, capships are a bit harder :(

Flipside :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: jdjtcagle on December 28, 2003, 12:08:38 pm
My guns aren't showing up. I suspect its because my -t32 command isn't reading. it use to but now it doesn't whats the deal.:)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: TopAce on December 28, 2003, 01:43:42 pm
I doubt you would pay attention to the graphical quality of your shots. They are too fast, and you concentrate on your target.
If you ask me, I say that the original 256-color is almost as nice as the 32-bit version, but the Index color version cannot produce Frame/second decrease.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on December 28, 2003, 01:52:45 pm
they do still do that cool color change thing, right?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: karajorma on December 28, 2003, 05:35:15 pm
Quote
Originally posted by jdjtcagle
My guns aren't showing up. I suspect its because my -t32 command isn't reading. it use to but now it doesn't whats the deal.:)


-t32 is now called -jpgtga in later builds.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: jdjtcagle on December 28, 2003, 06:20:41 pm
but I thought RandomTiger's launcher 3.1 was the latest
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: jdjtcagle on December 28, 2003, 06:27:17 pm
but anyways I see know, will you have to have a weapons table when your done?
Great Effects!!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on December 28, 2003, 08:23:45 pm
Quote
Looking good! My only suggestion would be to use the '.' key on the numberpad and rotate around the ship, hit fire and tap PrtScr a couple of times while holding down fire, that should let you get a decent shot for fighters at least, capships are a bit harder  


I tried that, but turns out it doesnt produce good screenies :doubt:

Quote
My guns aren't showing up. I suspect its because my -t32 command isn't reading. it use to but now it doesn't whats the deal.


thats cause its named -jpgtga now.

Quote
I doubt you would pay attention to the graphical quality of your shots. They are too fast, and you concentrate on your target.
If you ask me, I say that the original 256-color is almost as nice as the 32-bit version, but the Index color version cannot produce Frame/second decrease.


it's not a 32-bit version of the original, like i had done with my 32bit pack. It's a whole new unique effect for the weapon. It only happens to use 32-bit, too :)

Quote
they do still do that cool color change thing, right?


yes, they do. Although now they fade from blue (powerful energy) to red (weak energy) instead of from red to blue, its only a minor change though :)

Quote
but anyways I see know, will you have to have a weapons table when your done?
Great Effects!!


you need the table in the zip file for them to be displayed. I will update the table with each weapon I release.

Glad you like my effects :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on December 28, 2003, 09:56:15 pm
(http://www.penguinbomb.com/lightspeed/Mekhu.jpg)

The Mekhu. Looks like the Subach but has less power, thus a bit different in hue & glow strength.

The zip above has been updated, download the new version v0.1b for the new table and the additional bitmaps :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Wes on December 28, 2003, 11:31:56 pm
Where do you unzip them to?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: jdjtcagle on December 28, 2003, 11:37:40 pm
weapons  to the tables and the two others to effects.
and if you didn't already get one of these. ;)
I know I haven't:( :)  but if you have other mods like BWO or the port then you have to take the table out or the mod selection on the launcher but thats not what to discuss on this forum.

:welcome:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: karajorma on December 29, 2003, 02:53:19 am
Quote
Originally posted by jdjtcagle
but I thought RandomTiger's launcher 3.1 was the latest


He's upto 3.3 now. Check the "What are the latest versions of EVERYTHING???" thread.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: jdjtcagle on December 29, 2003, 11:54:31 am
Quote
Originally posted by karajorma


He's upto 3.3 now. Check the "What are the latest versions of EVERYTHING???" thread.


I know that now thats why I started the "RandomTiger" I need help thread:)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: karajorma on December 29, 2003, 12:28:39 pm
After a while it's hard to remember which person needed help with what so it's better to just give the advice on every thread for all who need it :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 01, 2004, 06:21:52 am
(http://www.penguinbomb.com/lightspeed/Akheton.jpg)

FS2_new_weapon_FX_v0.1c (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.1c.zip)

those probably are the worst screenshots yet, I reccommend trying it in-game. It's still at experimental stage though :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 01, 2004, 06:49:02 am
why don't you use alt pause to get the screens
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 01, 2004, 07:03:02 am
cause i didnt know it existed. Screenshots updated.

Still, screenshots don't look quite right for the akheton, it only really works animated :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Woolie Wool on January 01, 2004, 09:55:44 am
The Mekhu looks like the Kayser in that shot.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on January 01, 2004, 10:07:06 am
Quote
Originally posted by Lightspeed
it only really works animated :)


holy ****, animated?
*downloads*
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Ashrak on January 01, 2004, 10:38:03 am
cool :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 01, 2004, 02:17:33 pm
if you'r makeing all new weapon effects, I'd like to make new pofs for the shivan missles

for my use
shivan variants of:
harpoon, Trebuchet, Hornet, Rockeye, Piranha, Cyclops, Helios (unknown bombs)
(needs a diferent pof);
Shivan Cluster, FighterKiller, MX-52
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Solatar on January 01, 2004, 02:23:42 pm
FYI - I've been working on new weapon effects for fs1 weapons for about a month now, on and off. Don't step on my toes.:D

I especially like the Akheton, it reminds me of the microwave cannon from Descent 3.

I agree, Shivans need missiles that don't look Terran. Maybe Vasudans could have some of their own missiles as well?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 01, 2004, 02:26:38 pm
well it does make a little sence that the tarrens and vasudans would both be useing the same weapons, but the shivans...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Woolie Wool on January 01, 2004, 05:06:41 pm
The Ancients missile from Inferno might make a good Vasudan missile when retextured.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 01, 2004, 05:36:00 pm
Quote
Originally posted by Bobboau
if you'r makeing all new weapon effects, I'd like to make new pofs for the shivan missles

for my use
shivan variants of:
harpoon, Trebuchet, Hornet, Rockeye, Piranha, Cyclops, Helios (unknown bombs)
(needs a diferent pof);
Shivan Cluster, FighterKiller, MX-52


Yes there will be. I already have lots of em in testing phase.

The Qutrob Swarm missiles, the Iblis heat seekers and the Lamassu heavy torpedo. I'll also add dumbfires, bombs and the whole lot. There will be more primary weapons, too. And they're all pretty shivan and unique.

But first, I will finish those FS2 weapon effects.

@woolie: My mekhu doesnt look like a kayser in the slightest. At least not to me :doubt:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 01, 2004, 06:22:54 pm
"My mekhu doesnt look like a kayser in the slightest."
yes it does, it looks like a under powered kayser

you should try to change the aperence of the weapons als little as posable or you'r going to have people complaining, remember the meku and subach are basicly the exact same weapon, one is just set to fire faster/weaker shots, there is no reaosn why they should have dramaticly diferent looks, and the reason why the subach turned blue as it got further away is becase blue is a cool color, our minds assosiate dark blue with cold.
so as you make updates to the graphics, just remember how cool all those movies were the 'improoved' everything, like starwars, and ET
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 01, 2004, 06:31:26 pm
My intention however, is not to update, i've done that with my 32-bit pack. My intention is to make things more unique and give them a fresh, new feel. Those who don't like them can always go on using the old effects :)

My mekhu (although it's not clearly visible in those screenies) looks exactly like my Subach. The only thing that changed is the hue range of the colour swap. While the subach has been kept in original colours the mekhu has been altered to use colours of lower energy. It's blasts are weaker. That's why :)

The kayser is completely different though. It's using a completely different base bitmap and colours to start off. And it'll look even 'more different' as soon as i'm updating it.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 01, 2004, 06:34:26 pm
I think you should try to keep the origonal feel of the origonal weapons though, you can freshen them up without makeing them all look all totaly diferent
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 01, 2004, 06:37:06 pm
yes they're pretty similar. I wont have the prometheus fire purple fluffy clouds all outta sudden. However, two weapons looking exactly the same doesn't kinda appeal me. Maybe i'll turn down the difference in hue, but I certainly wont have them look the same.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 01, 2004, 07:48:02 pm
you could simply have the subach brighter
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 01, 2004, 07:51:44 pm
I dont think that would be a bright idea :)

I prefer altering the hue, creates more... variety ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Ransom on January 01, 2004, 09:02:37 pm
Hmm, well I like the new colour of the Subach, but it seems somehow a lot smaller and doesn't have the same feel. The new Akheton is good though.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 01, 2004, 09:07:50 pm
Yep I have changed the Subach's and Mekhu's size and shape.

It takes a bit getting used to the change, but I kinda prefer the effect :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 01, 2004, 10:01:33 pm
well the thing is they are the _same weapon_ the only diference is a few settings on timeing and maybe diferent capasitors, there shouldn't be too much of a diference between them, the rest of the weapons as long as they're generaly the same color it's fine, but subach and mekhu should be very very similar if not identical, becase they're basicly the same weapon
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Woolie Wool on January 01, 2004, 10:49:05 pm
Quote
Originally posted by Bobboau
you could simply have the subach brighter


You could also rip Inferno off and have the Mekhu turn from red to yellow and the Subach turn from red to blue as usual. I always thought the Mekhu HL-12 from Inferno looked kind of cool when firing because of that.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Kosh on January 02, 2004, 01:53:34 am
Quote
Shivans need missiles that don't look Terran


If you target the Shivan bombs, it will say either "Cyclops" or "Helios". They don't just  look Terran, they ARE Terran.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Solatar on January 02, 2004, 09:56:38 am
That's just the mission designer's fault for not using Unknown megabomb and Unknown bomb.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 02, 2004, 11:18:34 am
Yeah they are using hornets, harpoons, terran bombs....

Shivans = teh suck in campaign scripting.

But who said I cannot.... rework it a little? ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Mav on January 02, 2004, 01:21:38 pm
Yup, good idea to make completely different-looking Shivan weapons. Can't wait to see them. :cool:

The Unknown Bomb and Megabomb aren't that good a idea, because they still have the old FS1-stats and so are slightly underpowered compared to Helios; except that you should note that they do have very much higher shield factors - should possibly be kept for Shivan bombs.

(I think the Shivans are generally underpowered with their current stats - just compare their lasers with Prometheus or Kayser; the latter one even being said to be a sort of plagiate to Shivan weapons - and then it's much more powerful? Doesn't make much sense to me.)


Oh, and that Akheton screens look really great. :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 02, 2004, 02:07:49 pm
More Stuff :)

(http://www.penguinbomb.com/lightspeed/MorningStar.jpg)

The Morning Star :)

Remember how crappy it looked when someone tried nailing you on long range with it? the shots simply vanishing there, after 2 km?

Fear no more, it now fades out, and it has some other cool animated stuff :)

Also, it's making full use of SCP's new possibilities both using extended particle spew code and the awesome new $FOF tag (not to be seen in the screenies). However it's perfectly balanced, you can still hit pretty good  at distances smaller than 1500 m, and i've also altered the description a bit.

FS2_new_weapon_FX_v0.1d (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.1d.zip)

- oh, and i nearly forgot. I also changed the Mekhu to be more similar to the subach. -
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Nico on January 02, 2004, 02:30:29 pm
the awesome new $FOF tag?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 02, 2004, 03:17:17 pm
yes, the awesome new $FOF tag :p :)

psst... it means "Field of Fire"
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: SadisticSid on January 02, 2004, 03:26:08 pm
To be honest I don't like that at all - the fading's good but the projectile doesn't look like a realistic energy weapon, and the $fof tag makes the AI much worse.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Stryke 9 on January 02, 2004, 03:39:51 pm
It's... swirly.

Try blurring it, um, a lot. It's a neat effect, but as it is it's too much. Like Sid says, doesn't really look realistic.

All else is very nice though.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 02, 2004, 04:14:45 pm
It needs to be extreme for you to notice at the immense speed the morning star has.

I'll see how much blur I can (have to) add.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Ashrak on January 02, 2004, 04:23:24 pm
cool
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Carl on January 03, 2004, 12:31:55 am
looks like sega is making the morning star now. seriously, those make no sense.

how did you make the subach/mekhu big in the front then thin in the back without making the @Laser Head Radius and @Laser Tail Radius: different? i'm assuming this because if you do make the values different the lasers will look weird from some angles.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Trivial Psychic on January 03, 2004, 12:48:22 am
Here's an idea for when you get around to missiles.  During the description for the original Stiletto, it says that the missile is protected by a small shield generator.  I'm not sure if the same applies to the Stiletto-II and I don't recall reading that in the tech room, but if someone here is planning to update the model for the Stiletto (Solatar, I'm thinking in your direction), it might be a cool addition to give the pof actual shields.  I'm not sure if its even possible to code in missile shields into the weapons table file, I guess I'd need a coder's opinion on that, but it'd be a cool thing, and give campaigners some options for some more advanced tech.

Later!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Starks on January 03, 2004, 12:57:24 am
Which folder do you put the files in?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 03, 2004, 11:11:23 am
tables to /tables, effects to /effects

I updated the Morning Star, I need more feedback on it :)

(http://www.penguinbomb.com/lightspeed/MorningStar.jpg)

same download zip as last time

Comments :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: mnftg64 on January 03, 2004, 02:25:25 pm
these are sweet!

I like the idea of the morning star fading out. I'll give ya more feedback after I try them in the download. I guess its time to make sure my SCP is fully updated...

Are you going to eventually have done work on all the weapons?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: SadisticSid on January 03, 2004, 02:41:36 pm
Better :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 03, 2004, 03:11:55 pm
Always remember, without feedback I cannot improve my work :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: mnftg64 on January 03, 2004, 04:08:06 pm
My entire weapons Table seems to be screwed up, I get the effects for the morning stat and akheton but I see nothing for the other 2 you have done. Along with that when I switched my weapons to beams, they are not constant and I got no animation, just a flicker of white....

On a better note, the weapons I could see looked really cool. especially the akheton.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 03, 2004, 05:56:38 pm
I like how the morningstar isn't super accurate now. :)  I always thought, as with the flail, that a higher r.o.f. would kill accuracy. :yes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 03, 2004, 07:25:55 pm
The flail will even be more inaccurate making it crappy at long range distances :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 03, 2004, 07:43:56 pm
The big question is, how does the AI react to the crappy aim? ;7
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 03, 2004, 07:55:20 pm
adapts quite well, the accuracy is not decreased much, it hits you worse (and thats good; no more annoying morning star gunners - you can actually start USING that weapon with AI) but still manages to nail you at closer ranges.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 03, 2004, 08:14:54 pm
Well, then I'm sold. Where do I sign up?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 04, 2004, 11:47:01 am
Ask around at your local Sathanas Juggernaught ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Darkage on January 04, 2004, 01:08:58 pm
Quote
Originally posted by Lightspeed
Ask around at your local Sathanas Juggernaught ;)



I would but everytime i want to dock i get shotdown:p



Anyway these new effects look good:):yes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 04, 2004, 03:19:29 pm
You get shot? Maybe you need...

(http://www.penguinbomb.com/lightspeed/PromR.jpg)

A prometheus R?

nah. That's too weak ;)

(http://www.penguinbomb.com/lightspeed/PromS.jpg)

there, that's better  :D

Prometheus R, Prometheus S and Prometheus D included in the new zip :)

FS2_new_weapon_FX_v0.1e (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.1e.zip)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 04, 2004, 03:30:40 pm
Now that is cool looking.

Too bad I'm waiting for the final zip... :p
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 04, 2004, 03:42:11 pm
I wouldn't. The final-final zip will take a long time, since i'll be working on missiles, cap ship weapons & extra shivan weapons, too.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Darkage on January 04, 2004, 03:45:00 pm
Why not release seperate packs?

Primary's
Missiles
Capship weapons
etc
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 04, 2004, 04:08:32 pm
I'd like the prom to be more of a blue green than a yellow green, and a hotter center
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: TrashMan on January 04, 2004, 04:54:05 pm
What I find strange is, that looking at most weapons, they look like they're going in the other direction...

Look at the prometheus for example (the pics in the right top corner). The white hot blob is turned towards the fighter, insted towards the taget.
This way it looks like somone is shooting at the Eryinies...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 04, 2004, 10:33:42 pm
The glow is always in front of the actual shot.

It's been like that since FS1, and I actually like it :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Liberator on January 05, 2004, 12:26:51 am
Let me just say that these are sweeter than a chocolate covered sugar bomb!


Quote
Originally posted by Lightspeed
cap ship weapons


Don't touch the beams!  The beams are just this side of perfect!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on January 05, 2004, 12:51:12 am
I actually like the look of the Prom R more than of the Prom S, but anyway... ;) Excellent work.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Solatar on January 05, 2004, 05:08:00 am
I didn't even know fs1 HAD glows. :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 05, 2004, 05:41:44 am
Quote
Originally posted by Setekh
I actually like the look of the Prom R more than of the Prom S, but anyway... ;) Excellent work.


There's no harm in swapping the bitmaps and table entries for personal use :)

Glad you like it, anyway :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 05, 2004, 07:58:50 am
(http://www.penguinbomb.com/lightspeed/Maxim.jpg)

The screenshots aren't really good, but at the insane speed of the Maxim (1800 m/s) it was the best I could get.

FS2_new_weapon_FX_v0.1f (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.1f.zip)

Makes use of 3 brand-new SCP features -- you get a cookie if you can guess which :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Deepblue on January 05, 2004, 09:50:56 am
There not brand new...
FOF, Shot, and something else...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 05, 2004, 10:14:35 am
I didnt use $shot :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 05, 2004, 11:13:18 am
fof, balistic, and... animated bitmaps?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Woolie Wool on January 05, 2004, 11:21:40 am
Quote
Originally posted by Solatar
I didn't even know fs1 HAD glows. :D


It doesn't.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 05, 2004, 12:13:29 pm
D...d...does the maxim dissipate? :jaw:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Ace on January 05, 2004, 12:16:58 pm
Quote
Originally posted by Lightspeed
(http://www.penguinbomb.com/lightspeed/Akheton.jpg)

FS2_new_weapon_FX_v0.1c (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.1c.zip)

those probably are the worst screenshots yet, I reccommend trying it in-game. It's still at experimental stage though :)


:blah:

How about a kosher version where there's just some 32 bit glows for the standard weapon effects? No changes to the coloration, no trails added, etc.?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 05, 2004, 12:36:44 pm
That would be pretty pointless, no?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 05, 2004, 12:59:03 pm
and that's already available :)

*someone needs to check my signature :p *

I have a complete set with Freespace2's effects in 32-bit.

@Bob:

nearly. Laser bitmaps do NOT support animated textures so i'm fooling the engine by having an invisible laser and an animated 'particle' spawning at the same speed which is animated :)

@Raa:

It does. It has a highly energetic cloud around it which goes poof poof after a while. That's what the description says too :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: mnftg64 on January 05, 2004, 11:02:59 pm
ok, the maxim is so far the coolest
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: TrashMan on January 06, 2004, 03:02:44 pm
Quote
Originally posted by Lightspeed
The glow is always in front of the actual shot.

It's been like that since FS1, and I actually like it :)


You right, it should. But it's not.

The white hot blob should be infront, followed by the dissipating trail.
On your pics it's the other way around. But then again, the V weapons were the same.:wtf:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on January 06, 2004, 05:01:38 pm
lightspeed m8, the ringd trail on the akheton looks really wierd in-game. it would probably look better if the trail was more.......solid-like.....

and i can barely see the maxim ingame, much less the groovy disapatingness of it
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 06, 2004, 05:21:44 pm
No idea why you cant see the maxim. :confused:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 07, 2004, 12:52:01 am
laser bitmaps DON"T suport animation?
they should, are you sure?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 07, 2004, 10:03:20 am
If you don't want a home-made FS2 crash I don't advise you to try implementing them.

-edit: if this is a bug i'll post it on mantis.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 10, 2004, 03:59:45 pm
UD-8 Kayser & UD-D Kayser

(http://www.penguinbomb.com/lightspeed/Kayser.jpg)

FS2_new_weapon_FX_v0.1g (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.1g.zip)


:)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 10, 2004, 05:05:01 pm
Would be better without the rings... :yes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 10, 2004, 05:06:53 pm
they look neat in-game, as they are VERY short-lived.

Maybe i'll change them later on, though.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on January 10, 2004, 07:24:55 pm
I like what you've done with the Kayser. Immensely better than the formless white streak we had before. :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Nico on January 10, 2004, 07:25:52 pm
Yeah, but I don't like the rings either.
The shot itslef is really nice tho.

edit: the shot. the shOt with a "o".
darn typos, this one was n good :p
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 10, 2004, 07:46:49 pm
hehe just like "wait a sex" translates to "wait a sec" :D

Yeah, i'm thinking of changing the particle for it, making it 'more animated' if you know what I mean ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: IceFire on January 10, 2004, 09:42:55 pm
Are you going to be doing this stuff to the Shivans and turret lasers as well? :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on January 10, 2004, 10:58:15 pm
lightspeed m8, give those rings ont the kayser more body. Not just a standard ring.... can you simulate an ion trail of sorts?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 10, 2004, 11:03:01 pm
the rings should be more pariticulate, and the bolt should be brighter
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 11, 2004, 05:01:36 am
Quote
Originally posted by Bobboau
if you'r makeing all new weapon effects, I'd like to make new pofs for the shivan missles

for my use
shivan variants of:
harpoon, Trebuchet, Hornet, Rockeye, Piranha, Cyclops, Helios (unknown bombs)
(needs a diferent pof);
Shivan Cluster, FighterKiller, MX-52

< + Others >


Now people want new missile models? I've been planing on doing this for some time.  Already have LODed hornet and Trebuchet.

If your intrested Lightspeed, I can whip up a few missile models for you.

And BTW, those are some cool effects! Not sure about the SDG, but Kasyer:yes:

Guess I'd better update my FSO.exe (currently 3.5.5, according to main hall)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 06:50:24 am
k, i'll try around with making the rings -- let's see how it'll work out.

@IceFire: Yes, and i will not only do the weapons you know of, i'll be doing a lot of extra stuff (mainly for shivan use) -- I heavily dislike the 'err... very small' variety they show in their main element (energy weapons), and let's face it: in FS2 they're totally undergunned. So it'll be a lot of unique, and really alien shivan stuff :)

Quote
Originally posted by Bobboau
and the bolt should be brighter


The Kayser's not really supposed to be bright. It's a new technique of weapon which incorporates shivan technology. It's not really a blast of burning plasma or the like anymore.

@ the models: bring it on! I can't model anything. I can give them textures and trails as well as .tbl entries, though ;)

I need all the models I can get :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 11, 2004, 07:50:36 am
Okay, I'll revive this old project then.

Here's a (high poly) taste, the Trebuchet and Hornet LODs:
(http://angelfire.com/space2/raptorsnest/missiles1.jpg)

Cyclops and Helios are at Alpha stage...

I just wish I knew how to get the thurster plumes to work....
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Nico on January 11, 2004, 08:24:27 am
way too many polys for just missiles, the second to lowest should be way enough, considering there's no way to distinguish anything more on  such small and fast things. Give those smoothing and it'll be perfect.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Stunaep on January 11, 2004, 08:26:49 am
Duuuuuude
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Starks on January 11, 2004, 08:38:28 am
HOLY FLIPPING FINNS BATMAN! THIS PROJECT IS UBER-SPIFFY!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 08:44:22 am
good. I think I know how to get the stuff to work, so send me those models :)

I daresay they could use a bit of retexturing but I really like them :D

If you can't upload the stuff anywhere, send it to my email addy (l i g h t s p e e d 0 1 @ g m x . d e -- without the spaces) - Also send any further stuff directly. No need to inflate this thread even more ;)

I'd also need some shivan missile / bomb models :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: TopAce on January 11, 2004, 09:07:28 am
They would slowen the frame/seconds too much. I think there is no need to do changes on missiles you can hardly see. The Helios and the Cyclops appear to be a good choice for making it higher poly. You can outrun them and see them very close by.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 09:16:04 am
(http://www.penguinbomb.com/lightspeed/Kayser2.jpg)

How's this? :)

Is this what you wanted?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: TopAce on January 11, 2004, 09:26:04 am
That circle is still looking weird. Remove it and you will have a very good Kayser effect. :yes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Nico on January 11, 2004, 09:32:25 am
No, we want the rings away :p
Plus it probably looks very wrong, seen from a side, with the rings still facing the camera...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: TopAce on January 11, 2004, 09:36:41 am
Quote
Originally posted by Nico
No, we want the rings away :p
...


That's the same I told. Did you want to type: We want the rings aNYway?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Nico on January 11, 2004, 09:38:34 am
No, it's just I was replying to Lightspeed, not you, sorry :p
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: diamondgeezer on January 11, 2004, 09:41:55 am
There is absolutely no need to update the missile models. No need whatsoever. All you see is their trails, so concentrate on uberising those.

Only exceptions - Cyclops and Helios bombs. Big and slow enough that you can actually get a relatively good look. But these don't need remodelling - just some higher-res textures would be fine
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: TopAce on January 11, 2004, 10:10:56 am
For bombs, we would need higher poly models, just to see some cool lighting effects on them.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Flaser on January 11, 2004, 10:11:20 am
That's 'cause you need glasses dg. I can see the missiles fine.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: TopAce on January 11, 2004, 10:12:34 am
Quote
Originally posted by Flaser
That's 'cause you need glasses dg. I can see the missiles fine.


Right after you fire them, yes. True for the all the missiles, just you won't see much change before they get out of your sight.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: diamondgeezer on January 11, 2004, 10:17:59 am
Quote
Originally posted by Flaser
That's 'cause you need glasses dg. I can see the missiles fine.

No offense mate, but **** off. I've got my settings ramped all the way up on an uber monitor and my eyesight is perfect 20/20. You can see a blob on the end of a trail as the thing launches. If you're familiar with the model via ModelView you might be able to guess the weapon if it has distinctive skins, like the Harpoon's orange fins.

My point is you will never notice the difference with high-poly missiles (aside from bombs, perhaps) except in the slowdown.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: TopAce on January 11, 2004, 10:22:51 am
Quote
Originally posted by diamondgeezer

...
My point is you will never notice the difference with high-poly missiles (aside from bombs, perhaps) except in the slowdown.


Same here. I belive it no worth the effort. Even [V] could have done nicer missiles, but they had to optimize the performance. Imagine 32 hi-poly hornets on your screen, and try to estimate what the FPS : would say.

By the way, how many polies is your Treb and Hornet?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: KARMA on January 11, 2004, 10:25:20 am
missle models are nice, but scratch lod0 since it's too detailed
even lod1 is probably too detailed
you should go for a middle stage between lod1 and 2 as new lod0, and if it is possible to set lod distances, give to lod0 a very very small visible range.
And as lod 1 you should use your actual lod3.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: diamondgeezer on January 11, 2004, 10:32:25 am
My box shudders under the weight of the hi-res planets from time-to-time. And this is a 10'000+ Bungholio mark machine. Those high-poly missiles would just kill it. The SCP and its contributers have better things to do than find new and time-consuming ways of eating up system resources
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 10:58:25 am
Back on topic :p

I've had another idea instead of the rings. I'll update it once again :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Atalhlla on January 11, 2004, 11:00:49 am
I agree on the missile LOD thing.  I mean, it's not like you're going to be staring at missiles that much anyway, especially if they're bearing down upon you. :P
8 or 9 rotation segments looks like it would be fine, to me.

Just my two coppers.

And LightSpeed : Is it possible to get like a lightning contrail type thing?  So it would look kind of uneven, or something like that?

Just another two coppers. :P

~Atal
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on January 11, 2004, 11:10:11 am
Why not do some testing with the missiles? Remember that most missiles aren't on the screen for any more than 10 seconds - so you definitely won't have thousands of them on the screen dropping the poly count. At the same time, the current FS2 missiles are noticably ****e on the detail front. Just because they're small and aren't around long - doesn't mean they should look like little boxes in space™.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 11:22:28 am
Okay this was my idea:

(http://www.penguinbomb.com/lightspeed/Kayser3.jpg)

How about it?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Atalhlla on January 11, 2004, 11:30:51 am
Ooooooh! :D
Simple, but very cool at the same time.  I like! :D

Quote
Just because they're small and aren't around long - doesn't mean they should look like little boxes in space™.

What about ships from the GTC Big Cube? ;)

Cheers!
~Atal
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 11:32:56 am
I'll wait for Venom to reply. If he likes it then it has to be really good :p
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Deepblue on January 11, 2004, 11:46:21 am
Lol. Turn it to a bluish green and you have something that I want.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 11:49:44 am
Quote
Originally posted by Lightspeed


(http://www.penguinbomb.com/lightspeed/Kayser3.jpg)

 


that is a bluish green. :wtf:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: KARMA on January 11, 2004, 11:50:40 am
I prefer the ring thing rather than this one sorry.
The point is that particles should be somehow random, elseway they create a "patter", wich is a bit odd.
If you want to have the rings, they should start very close to the firing point and then fade soon.
In the shots you made I haven't understood if they continuosly follow the shot, if not they are too far from the ship, and at this distance they should be almost faded out.
If it is impossible to make them the way I suggested, if they continuosly folllow the shot, they should be scratched away since they'll always look odd. At least you may try some small semivisible irregular rings (like the em cannon in the film "eraser", with shwarzenegger)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: karajorma on January 11, 2004, 11:56:22 am
While I agree that LOD0 is far too detailed it would be nice to use for anims so keep making them that detailed. Just use LOD2 & 3 in game along with a couple of the original ones.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Flaser on January 11, 2004, 12:28:59 pm
They can still be usefull if external weapon mounts ever get implemented - or just their tips showing in the launcher.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 11, 2004, 12:47:10 pm
make the new particles shorter livers (shorter ani) and start out white, and end with a much lower color saturation

and more variance
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 11, 2004, 12:53:55 pm
Quote
Originally posted by Lightspeed
Okay this was my idea:

(http://www.penguinbomb.com/lightspeed/Kayser3.jpg)

How about it?


I love them. The only thing that'd look better, would be if the particles were a little more random looking. Like if instead of having a linear trail, it had pieces flying off in all directions bac. :yes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 11, 2004, 12:55:25 pm
Quote
Originally posted by Atalhlla
*snip*
~Atal


*smacks Atalhlla for no good reason*

 :p
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Atalhlla on January 11, 2004, 01:47:52 pm
Owww, heeeyyy.... <.<

And as for the random particles shooting off in random directions, I also think that'd look cool.  The question, I suppose, is "Is it possible"?

*Smacks Raa for good measure.* :P

EDIT : By random, I meant little bits flying off like fleas, or somethin.  Variance in the tail would look cool, too.  But, if you just have it slid around on the pcx, would it look too uniform when you shoot six bolts at the same time?..
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on January 11, 2004, 02:16:38 pm
By the sounds of it you're heading steadily towards the EMD Gun from Descent 3...

...no bad thing ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 02:30:55 pm
random bits are not yet possible. Some of the code gurus could probably implement it in virtually no-time though :) *pokes pokes*

Also, i'd like a random time factor:

$Time-Max:
$Time-Min:

instead of $Time:

:D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 11, 2004, 02:39:06 pm
Quote
Originally posted by Atalhlla
Owww, heeeyyy.... <.<

And as for the random particles shooting off in random directions, I also think that'd look cool.  The question, I suppose, is "Is it possible"?

*Smacks Raa for good measure.* :P




Bugger! :p

I see you agree with me... :shaking:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on January 11, 2004, 03:00:00 pm
Quote
Originally posted by Lightspeed
Okay this was my idea:

(http://www.penguinbomb.com/lightspeed/Kayser3.jpg)

How about it?


i wub it. gimme more.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 03:05:13 pm
I have found a way to 'randomize it' :D :)

(http://www.penguinbomb.com/lightspeed/Kayser4.jpg)

Looks really good in-game, as it's not linear anymore. :)

updated the zip.

FS2_new_weapon_FX_v0.1g (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.1g.zip)

:)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Starks on January 11, 2004, 03:29:12 pm
HOLY ****ING FERTILE CATFISH!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: SadisticSid on January 11, 2004, 03:33:37 pm
Now that looks seriously cool, apart from the oversized glows!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 03:38:23 pm
The glows shrink rapidly. They're only that solid when they're really really close to your ship.

-edit: and those are taken with an erinyes in double fire mode: double the glow at the position ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 11, 2004, 03:48:57 pm
I love it! :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sheepy on January 11, 2004, 04:47:17 pm
these all go in the effects folder right? save the tables of course?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 04:54:43 pm
yep.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sheepy on January 11, 2004, 05:14:43 pm
Warning: Couldn't open glow texture 'Morning Star_Glow'
referenced by weapon 'Morning Star'

File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Weapon\Weapons.cpp
Line: 1066

Call stack:
------------------------------------------------------------------
    parse_weaponstbl()    weapon_init()    game_init()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 77e814c7()
------------------------------------------------------------------


any special commlines i need for all this?

[edit] infact just tell me what builds and comm lines you use light[/edit]
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 05:19:57 pm
oops. The table wasn't working there...

That's weird, since mine here worked :confused:

uploaded a fixed version

just use the same link again

I'll double check it in-game right now :-/
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sheepy on January 11, 2004, 05:24:36 pm
still getting the same thing :( your builds and comm lines?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 05:27:55 pm
There, that should fix it :doubt:

-edit: checked and seems to be working. Download it again :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sheepy on January 11, 2004, 05:33:13 pm
still no worky :(
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 11, 2004, 05:35:56 pm
be sure to replace the .tbl

there's no reason for it not to work now anymore.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 12, 2004, 06:12:18 am
While I agree that some missile are not worth doing, to me anything larger than a harpoon (ie trebuchet and above) should be redone.  I use trebs ALOT and that V made 6 sided block is ugly as hell!

The uglyness of the bombs (cyclops, Helios, Tsunami and Harbinger) are what started me off, and the hornet was really a test of how close to the images I could make these.  I based LOD0 on the tech anims.

Quote
Originally posted by TopAce

By the way, how many polies is your Treb and Hornet?


Treb - V: 40, 25, 15
Treb - mine: 420, 184, 113, 24
Hornet - V: 44, 20, 13
Hornet - mine: 388, 181, 85, 28

So far I've not noticed any slowdown when missiles are fired.  Included when double firing Hornets.

I've got a Shivan Treb LOD0 made, 325 polys.  Still need to add a few fins to the Shivan Hornet.

Is there a way to set LOD distances for missile models?  If so, then we can set it up so that LOD0 is only used within 50-100m, and so on.

Oh, lightspeed, I'm not getting your pics, except the new Kasyer one.:confused:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 12, 2004, 06:41:14 am
that is, because i have taken them down (the previous kayser ones) :rolleyes:

thanks for the highlight btw :)

@sheep: does it work now?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on January 12, 2004, 06:50:55 am
Quote
Originally posted by Lightspeed
thanks for the highlight btw :)


Errr, I did the highlight and forgot to say so. You're welcome. ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 12, 2004, 06:52:33 am
Ah.

If you disliked the last pair, you will hate these:
(http://angelfire.com/space2/raptorsnest/missiles2.jpg)

The Shivan 'Trebuchet' on the left, at 325 polys, and a Shivan 'Hornet' on the right, 390 polys.  No lower LODs yet.

Edit: oh, bad .jpg compression. I'll upload a new pic.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 12, 2004, 06:54:36 am
good, once you've got the LODs and made a simple POF, send them over and i'll make good use of them :D

-edit: this also applies to the terran ones :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on January 12, 2004, 06:56:06 am
I dunno, guys. Hi-poly missiles? I'm imagining how many of them will be on screen at once (particularly the hornets and their derivatives), and how much you'll actually be able to see that detail. :nervous:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 12, 2004, 07:01:27 am
Quote
Originally posted by Lightspeed
good, once you've got the LODs and made a simple POF, send them over and i'll make good use of them :D

-edit: this also applies to the terran ones :)


Okay, I add stand-in maps for the Shivan ones, make LODs for them, then send them.

The UVmapping will be cylindrical along the missile body.  Means flat ends get messed up, but if the only place that is so is the back, under the engine glow, then who cares?

One thing: should I create thruster plumes for them? I've never managed to get them working.:blah:

To reassure all those worryed about framerate, I'll run a test on my CPU.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on January 12, 2004, 07:06:01 am
I'm not so much worried about the framerate - but I'm worried about much work for little/no gain. I haven't noticed that the current missile models are horridly detailed - that is, they're not at all - and time can be spent much better putting detail on stuff like a Cain-class cruiser, you know? ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 12, 2004, 07:06:51 am
no worries about the thrusters.

:)

And i'll run some tests too :nod:

-edit:

@Setekh: yes, but think progressive. Don't you imagine a time where we can put a spinning model in the weapons screen if no ANI is specified? just like it was (someone removed it?) with the ship selection :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Black Wolf on January 12, 2004, 07:24:47 am
High poly missiles... high poly missiles. I dunno. I have a picture that highlights exactly why the missiles currently are a little on the low poly side - unfortunately, it highlights this against a secret DatDB mod, so I can't show it. However, I can also see what Setekh and DG and the like have been saying - missiles are rarely seen clearly, and a lot of this stuff is overkkill (though not the shivan specific ones). What they need, in most cases, is a slight increase in polys, maybe up to octagons or dodecagons from hexagons, and possibly slightly higher res texs. A 388 poly Hornet missile is definitely overkill though...

Though really, given that I'm not doing the work, I probably should shut up ;).
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: KARMA on January 12, 2004, 07:52:19 am
raptor, look at your first set of missle
you can hardly tell the difference btween lod0 and lod1 now that they are still images, in game you probably will not see any difference even between lod1 and 2
so what's the point of oversmoothing them?
your shivan missles have probably a section of 20-24 edges, wich is useless and a waste even on fighters and details of capships.
You have to cut the pcount by half if not more, using a number of edges in the cylinder section of not more than 10, 12 as GRAND MAXIMUM on the bigger missles.
the last LOD must be just a pyramid with a triangular base, and NOT a "true" model, and this is almost true even for the fighters, that are many many times bigger than a missle, so why the hell should you use on them uberdetailed lower lods??????
And the point is not if they will cause too much performance drain or not, the point is that they have USELESS details, so they are absolutely not efficent, and consider that who is talking, me, have the tendence to uberdetail everything, so if I am saying that, you better believe me.
And useless unefficent details means that you are adding details wich will just increase pcount and give almost none visual addition.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 12, 2004, 08:00:25 am
Well, I just completed a test.

System specs:

CPU: 1.1ghz Processor
RAM: 128mb
Video Card: 128mb Geforce FX 5200 PCI
Screen Res: 1024x768x32
D3D

Launcher Flags:
-HTL
-jpgtga

setting:

12 Perseus fighters (including mine) attacking a Demon Destroyer (playing dead)
Double Load Of hornets (mine), 80 each.  Double Subach HL-7 (Lightspeeds)

At start:

Demon only on screen, FPS: ~30

When all 11 other fighters on screen, + Demon, all firing double Hornet savlos, and double firing Subachs, and myself double firing missiles, FPS low: ~7.5 (note that increasing time compression while only Demon on screen caused the same, not sure if revealent)

All fighters + Demon + Support Ship, no missiles, still firing guns, FPS: ~20

Highest FPS: 40 (external view myself, nothing else in sight)

ONe or two other fighters, firing missiles + guns, +myself doing same, FPS: ~20

Note: before upgrading to this HT&L build, I was getting FPS ~17.5 without any combat.  When combat started, it would drop.

SO, think about this.  I had a Demon Destroyer, 11 Perseus fighters, 12X4X? Subach HL-7 bolts, 12x8x? Hornet missiles, ? explosions, plus all the shading etc, on screen at once.

To me, it's not much of a drop, but to others......

I'll have a look at reducing the poly count a little, make LOD0 use 12 sided cylinders rather than the current 24.......:nervous:

:EDIT: yes KARMA, I understand you, but they look damm cool! (besides, I'm heading that way now)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Ashrak on January 12, 2004, 08:35:20 am
fx5200 SUCKS!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: aldo_14 on January 12, 2004, 08:48:18 am
Even given with the SCP improvements, my personal limit for a missile is 100 polys, +/- 15 polys. They aren't LODed, tho..... we haven't done any testing with them, so I may reconsider if fps is affected.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: IceFire on January 12, 2004, 08:48:50 am
I love the concept of the higher detail missile models but I think some prudence in the amount of detail you put on them is also important.  I think back in TBP's day we didn't have more than 24 sides for the Babylon 5 main section (with is just a cylinder) and that was for a huge model....your missiles should have considerably less.  The relatively same effect can be achieved using far less polys with appreciable performance gains and efficiency.

Remember that the number of Hornet/Tornado missiles can skyrocket VERY QUICKLY.  Especially if you have five wings of Hercules Mark 2's that jump in and start unloading firepower at their target.  Totally brutal and deadly.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on January 12, 2004, 09:04:20 am
Perhaps if the level of detail was proportional to the size of the missiles - the larger the missile, the more detail there is. Serving two functions -

There are typically more hornets / tornados / etc. per launch than there are Helios' - reducing the detail on small objects keeps the frame rate reasonable.

Also larger missiles are easier to see (and typically move slower) and so they're more aesthetically appealing with more detail - and will be noticed as opposed to smaller warheads.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 12, 2004, 10:22:30 am
I agree.  I was not going to touch the tempests/furys/etc.  Their just too small.  The Hornet was the first working one, and kind of a test.  It's about the smallest I'll go.

I'll see about reducing polys on the bodys of the missiles.

Icefire: that's why I ran my test with hornets.  Only three wings though.  Must admit the fps depends on how many are on screen at a time.

Ashrak: In your opinon! and it's better than I had 3 weeks ago!

Lightspeed, I have concepts for most of the Shivan missiles now, except the Shivan 'Harbinger'/'Helios' grade monster.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 12, 2004, 10:30:06 am
the nearest LOD should have some details, the other ones can remain a bit crappy :)

And bombs DO need the details. Anyway, i like those shivan missiles :)

And I bet I can do some pwetty stuff with them models so once that detail-bothering and LODding is done, you know where to go with them ;)

-edit: @raptor: pretty good, note that I wont copy them weapons 1:1 though. So i'm always open for some unique designs, too. I really appreciate your help on this :yes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: IceFire on January 12, 2004, 02:07:41 pm
I'm totally all for this stuff Lightspeed.  Depending on the timeframes of  a whole lot of your projects and my timeframes BWO *may* ship with alot of this stuff as standard (or easily acitvated).  So I'd like to put them into practical use but I also know that BWO has some HUGE missions and its not uncommon for several wings of Hornet firing ships to be on the screen at the same time - in some instances.

I also agree that Bomb/Warhead/Torpedo's should definately have some more detail.  That'd be important for sure!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 12, 2004, 02:47:40 pm
Great :)

I'll prolly do the circe tomorrow, maybe have a look at the lamprey.

Then I can have a go at missiles, shivan stuff (and the remaining but uncommon primary weapons) :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sandwich on January 12, 2004, 04:32:30 pm
Dudes, really - hi-poly missiles? Give it a rest. There's no point in breaking 50-100 polys per missile, and even that I'm skeptical about. Concentrate your skills elsewhere. Seriously.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Liberator on January 12, 2004, 06:17:23 pm
Just for bombs, anti-fighter missiles are fine like they are.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Flaser on January 12, 2004, 11:08:34 pm
This whole deatil on missiles issue is moot.

These models have LODs IIRC - the distance where they are swapped can be set.

I'm all for the uber detailed missiles - the engine won't draw them anyway unless they pass right by your cockpit - which is rare, but if it happens it's not too nice to see a crunchy thing instead a missile.

What you should argue or converse about is the distance where this LOD should be shown and the distance where the next one is still shown, and the distance where it can be a cube and you won't notice.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 13, 2004, 02:45:56 am
Quote
Originally posted by Flaser
This whole deatil on missiles issue is moot.

These models have LODs IIRC - the distance where they are swapped can be set.

I'm all for the uber detailed missiles - the engine won't draw them anyway unless they pass right by your cockpit - which is rare, but if it happens it's not too nice to see a crunchy thing instead a missile.

What you should argue or converse about is the distance where this LOD should be shown and the distance where the next one is still shown, and the distance where it can be a cube and you won't notice.


Hear, Hear!:yes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on January 13, 2004, 02:47:51 am
You know, I'd totally forgotten about LODs. :) Still, LOD0 would have to be set ridiculously low. I'd still work on other stuff first, but if you're having fun going for this, do it. :nod:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 13, 2004, 05:00:17 am
fifty years from now, were all running 6,00 Thz compuuters, you still shouldn't use more than 100 polys for a missle, becase it's a minor detail
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 13, 2004, 06:46:37 am
Quote
Originally posted by Bobboau
fifty years from now, were all running 6,00 Thz compuuters, you still shouldn't use more than 100 polys for a missle, becase it's a minor detail


There will never be '6 Thz' computers. The current method of building CPUs has reached the molecular limit. You cannot reduce the size much more since the thickness is "1 molecule" in some elements.

However, there are experiments with sub-molecular processors which seem very promising (no idea tho how they'd work) :D

So, probably, in fifty years the whole system will have been changed.

Still, back on topic, why not? Isn't it the tiny details and things that make some games outstanding against the rest? ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: KARMA on January 13, 2004, 07:26:59 am
I want a quantum computer!
btw..
as said, you can make missles of how many poly you want, that's not the point, the point is that making details that you just can't see it's unefficent, useless, a waste.
With something of the size of a missle it is simply ridiculous to have a cylinder of more than 12 edges, since you can hardly see any difference even if it is a still imagine, so you can imagine in game...
that's it
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on January 13, 2004, 08:12:27 am
Quote
Originally posted by Lightspeed
There will never be '6 Thz' computers. The current method of building CPUs has reached the molecular limit. You cannot reduce the size much more since the thickness is "1 molecule" in some elements.

this is OT but who cares
Ever heard of the quark based computer some dude is working on? A a system running calculations exploiting quarks ability to be in 2 states at once (1 and 0) would have unlimited calculations
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 13, 2004, 01:52:07 pm
Quote
Originally posted by KARMA

With something of the size of a missle it is simply ridiculous to have a cylinder of more than 12 edges, since you can hardly see any difference even if it is a still imagine, so you can imagine in game...
that's it


Well, I should point out now that I am only able to convert from .cob to .pof using cob2fs2.  PCS crashes.:nervous:

So the images before, well they were done in TS, which allows for smoothing, but cob2fs2 does not support smoothing, so the models come out faceted....

Oh, and Lightspeed, check your PM box (in about 30 secs-1min)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: KARMA on January 13, 2004, 02:12:47 pm
cob2fs2 SUPPORT smoothing, it supported it even when pcs didn't
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Woolie Wool on January 13, 2004, 03:42:23 pm
Quote
Originally posted by Drew

this is OT but who cares
Ever heard of the quark based computer some dude is working on? A a system running calculations exploiting quarks ability to be in 2 states at once (1 and 0) would have unlimited calculations


I don't want to think about how much that thing would cost.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on January 13, 2004, 07:25:59 pm
Quote
Originally posted by Woolie Wool


I don't want to think about how much that thing would cost.

qark based computing is still in development. The underlying theory is still being developed
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Flipside on January 13, 2004, 07:28:58 pm
Isn't that the usual state of Windows anyway?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: phreak on January 13, 2004, 07:38:39 pm
if you want to model some high-poly missiles: look no further than Russian Cold war stuff.  (im using the NATO designations, since i learned those)

SA-4 (http://www.fas.org/man/dod-101/sys/missile/row/sa-4_launcher_001.jpg)
SA-5 (http://www.fas.org/nuke/guide/russia/airdef/sa-5.gif)
AA-10 (http://www.fas.org/man/dod-101/sys/missile/row/aa-10_1.jpg)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Janos on January 14, 2004, 03:21:57 am
Atoll is sexy. :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 14, 2004, 05:38:18 am
Quote
Originally posted by KARMA
cob2fs2 SUPPORT smoothing, it supported it even when pcs didn't


Really? :eek2:

How is it enabled?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: KARMA on January 14, 2004, 06:19:12 am
just smooth the object before converting
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sandwich on January 14, 2004, 07:12:46 am
How about some missiles that make sense? Lose the aerodynamic fins, give them engines offset from the centerline, as well as thrusters up front by the nose.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 14, 2004, 09:16:24 am
LS, can I ask one silly little favor of you first?

It's something I could do, if my PC was working, and I wasn't so lazy as of late... but think you could have a whack at making the lights.pcx map animated with little twinkling lights? ;7 Probably easier to blacken ou the lights on the original and make an animated glowmap, but... er... please? :)

It'd look pretty sweet on big ships, and that thingy I made... ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 14, 2004, 09:32:44 am
D'you think they switch the lights on and off all the time? ;)

Nonetheless i'll have a go when I start working on the glowmaps. I'll make it 30 frames or so with a framerate of "1" or "2" -- so it will be more realistic :)

Right now i'm having a hard time getting the Circe to look how I want it to.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 14, 2004, 09:36:24 am
Quote
Originally posted by Lightspeed
D'you think they switch the lights on and off all the time? ;)


I used to do that on the Pinnacle... ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 14, 2004, 10:24:08 am
Back on to topic...

(http://www.penguinbomb.com/lightspeed/Circe.jpg)

FS2_new_weapon_FX_v0.1h (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.1h.zip)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sandwich on January 14, 2004, 10:29:06 am
Quote
Originally posted by Lightspeed
D'you think they switch the lights on and off all the time? ;)

Nonetheless i'll have a go when I start working on the glowmaps. I'll make it 30 frames or so with a framerate of "1" or "2" -- so it will be more realistic :)

Right now i'm having a hard time getting the Circe to look how I want it to.


More like a framerate of one frame every 5 seconds I'd think.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 14, 2004, 10:39:03 am
As that isn't possible I'll do 30 frames, and change the lighted windows every 10-20 frames a bit. with a framerate of "1" this will create the right effect.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 15, 2004, 03:33:31 am
Quote
Originally posted by Lightspeed
Back on to topic...

(http://www.penguinbomb.com/lightspeed/Circe.jpg)

FS2_new_weapon_FX_v0.1h (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.1h.zip)


Thats, intresting.  Need to see ingame to really give an opinon.  Like the SDG, the still shots don't do it justice.

Oh, btw Lightspeed, are you planing on doing the FS1 weapons too? ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 15, 2004, 06:41:20 am
Thanks for the reply :)

I think Solatar was doing the FS1 weaps, so i'll wait him to finish his stuff. If can always do them if I don't like his results ;)

If I do like them (which I hope) i'll prolly 32-bittify them, add some extra effects here n' there :)

BTW-- Is there a maximum number of weapons that can be specified in weapons.tbl? If so, how much weapons are possible?

I've had... some ideas and i need to know that first ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 15, 2004, 09:16:33 am
...Hm... I don't remember there being a weapon limit... but there may be a table size limit, also...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 15, 2004, 09:51:02 am
Quote
Originally posted by Lightspeed
BTW-- Is there a maximum number of weapons that can be specified in weapons.tbl? If so, how much weapons are possible?

I've had... some ideas and i need to know that first ;)


Not that I know of.  As far as I know, the only limit on the weapons table is size of file, and thats like, 800kb+ now?



I've got 182 seperate weapons, in a 212KB file, no problems.;)

Oh, and Lightspeed, I've cleaned out some of my PM inbox.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Grug on January 16, 2004, 06:27:28 am
OMG,

well Lightspeed, if you ever start up a cult just give me a yell and I'll be one of the first ones to be groveling at your feet begging for your blessings. :p

Excellent work man, very good.

All rounder Aussie thumbs up. :D

Im presuming the link on your first post is the most recent available for d/l ?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 16, 2004, 06:41:16 am
Quote
Originally posted by GoDoFeViL
OMG,

well Lightspeed, if you ever start up a cult just give me a yell and I'll be one of the first ones to be groveling at your feet begging for your blessings. :p


Go to your local Sathanas Juggernaught and you'll probably find me around there :p

And yep, the link in the first post is up-to-date.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Grug on January 16, 2004, 06:45:14 am
:D kewl, thanx

and great work again :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 16, 2004, 07:55:34 am
There'll be more.... much more

'tis a shame Real Life™ is taking up so much time and ruining my free time (I'm tired like crap most of the time and not in any way creative - That's when I fiddle around with things but hardly ever get any results :doubt: ) :rolleyes:

Ah well *looks at clock* -- It's weekend now :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 16, 2004, 09:01:45 am
Well?! Back to work!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 16, 2004, 09:10:04 am
[private hint] I'm uploading the music samples right now, then i'll be back to working on my huge zip file (you know which one I mean ;) ) [/private hint]

Uhmm... yeah, and i'll be doing the Lamprey today, probably. I've had an idea last night, and i'll try n' see if it is any good.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 16, 2004, 09:20:22 am
Ahhh.. Yes. Yes, I see. [/obscure Pinky and the Brain Character]

Lamprey... that's the e-leach gun, is't it?  Gonna do something to have a new impact effect to make it look as if energy wa sucked out? ;7
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lt.Cannonfodder on January 16, 2004, 09:20:55 am
I should have said this earlier: You are doing fantastic work Lightspeed! :nod: :yes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 16, 2004, 09:31:33 am
Quote
Originally posted by Raa Tor'h
Lamprey... that's the e-leach gun, is't it?  Gonna do something to have a new impact effect to make it look as if energy wa sucked out? ;7


damn, you got me :)

Let's just say the lamprey is not the only weapon that will have an impact effect once i'm finished, will we? :rolleyes:

*mutters something about his dislike of shots simply vanishing when they hit solid hull*
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 16, 2004, 10:33:51 am
Wee. Lucky guess, I think. ;)

Well, keep it up! I can't wait to try it all out. :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Solatar on January 16, 2004, 12:30:25 pm
I'm still working on the fs1 weapons, but I've had some delays that I wasn't figuring on. This weekend is shot, but maybe next weekend.

In the meantime...play fs2...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 20, 2004, 11:40:14 am
(http://www.penguinbomb.com/lightspeed/Lamprey.jpg)

FS2_new_weapon_FX_v0.1i (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.1i.zip)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Liberator on January 20, 2004, 02:05:40 pm
:eek2: :eek2: :shaking: :eek: :eek:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on January 20, 2004, 02:39:36 pm
stih!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: jdjtcagle on January 20, 2004, 04:01:31 pm
BaAsDs!!!:eek:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Jonathan_S47 on January 20, 2004, 06:36:14 pm
Lightspeed I am having some trouble with the Maxim. I can’t equip it on any of the ships. I checked the tables and everything seems fine and I am also using the lasted FSO build.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 21, 2004, 07:22:28 am
you need to replace your ships.tbl with the one in my zipfile. The Maxim is a ballistic primary weapon, so it needs the $PBank capacity tags on the fighter table entries.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Turnsky on January 21, 2004, 08:20:01 am
*changes pants*
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 21, 2004, 09:32:56 am
why don't you switch the laprey with the circe, as that looks realy good, but the lamp doesn't get used as oftine
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 21, 2004, 09:38:10 am
The Circe gets used even less than the Lamprey :)

And there's a secret i'm working on that will make the Lamprey used a lot more :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Woolie Wool on January 21, 2004, 12:17:23 pm
Holy living ****! That's amazing!:eek:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Gloriano on January 21, 2004, 12:19:56 pm
:eek: :yes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Jonathan_S47 on January 21, 2004, 05:49:08 pm
I am using the ships.tbl provided in the zip. I still can’t use the Maxim.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 21, 2004, 05:52:55 pm
Hmm... Do any other ballistic primaries work for you?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Jonathan_S47 on January 21, 2004, 06:05:02 pm
Don’t know. Currently the Maxim is the only one. I could quickly make a new ballistic weapon and see if it works or not.


Edit: I just tested it. Ballistics don’t work.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 22, 2004, 07:10:10 am
Report that to Mantis. It's not a problem caused specifically by my effects then :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sheepy on January 24, 2004, 09:56:47 am
i think you should get to work on these a bit more lighty :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 24, 2004, 11:02:01 am
you think so?

Actually, I was planning to do some updates today, now that you mention it :)

I've been working with *psst--- missiles --psst* the last days, still trying to get the effect i'm aiming for. :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 24, 2004, 12:55:45 pm
they work, the just have kind of a flaky syntax
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 24, 2004, 02:46:50 pm
Quote
Originally posted by Lightspeed
I've been working with *psst--- missiles --psst* the last days, still trying to get the effect i'm aiming for. :)


Oohh, having fun?;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 24, 2004, 04:50:51 pm
(http://www.penguinbomb.com/lightspeed/VasLight.jpg)

The Weakest Weapon in the FS-canon-universe™.

FS2_new_weapon_FX_v0.1j (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.1j.zip)

:)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on January 24, 2004, 05:07:21 pm
Damn. Just... damn. I have to start using the Lamprey more often.

Vas Light Laser looks good, btw. It always looked better than it performed, now the gap is even wider. ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 24, 2004, 10:25:51 pm
Ooh. I know who's making lasers for TVWP... :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: jdjtcagle on January 25, 2004, 12:37:13 am
Man...I cannot wait till you get started on beams! Great work, really great work. :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 27, 2004, 12:18:28 pm
The GTM Hornet (and no, it's not the very-ubar poly version, 'tis a downstripped one - I have carefully tested this (also due to the new effects) and had no slowdown even with loads of em on screen).

(http://www.penguinbomb.com/lightspeed/Hornet.jpg)

Before you complain, have a look in-game, screenshots really don't show how this'll look in-game. After having tried in-game please give your comments, as you'll see this is rather... uncommon, and I really need comments and suggestions to get pleasant results.

FS2_new_weapon_FX_v0.2a (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.2a.zip)

:)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: J3Vr6 on January 27, 2004, 12:44:36 pm
The thrust looks.. poofy.  I didn't think a missile in space would have puffing exhaust as if it's "tut-tut-tuting" all the way to the target, but would have thought it would have been a more solid stream.

The missile model looks cool, though.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 27, 2004, 12:45:31 pm
yeah i've been trying to make it more solid, but i'll have to try more :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on January 27, 2004, 12:54:51 pm
I agree, the start of it is there but it looks like it's suttering its way forward - like it's misfiring or something.

Perhaps if you make the particle spew smoke instead of glowing engine kind of thing... and added a slightly more obvious rocket effect to the back, it'd look better. (Personal preference).
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Liberator on January 27, 2004, 01:28:57 pm
What he said, looks nice anyway though.

BTW, nice avatar Kal, but why didn't you use Kanti?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Flaser on January 27, 2004, 01:33:32 pm
If you used an ani that would be good too - so the glowing exhaust smoke would eventually "cool down".

What the others said: needs to be thicker.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: redmenace on January 27, 2004, 02:14:59 pm
for the time being would you post your FX with and without missles. keep the 1 line and the new 2 line of FX
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Starks on January 27, 2004, 02:33:12 pm
*Looks at Kal*

Why Mamimi?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 27, 2004, 02:41:05 pm
Quote
Originally posted by Flaser
If you used an ani that would be good too - so the glowing exhaust smoke would eventually "cool down".


did I say something about trying in-game first?

They do use ANIs.

duh :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on January 27, 2004, 06:37:16 pm
LLivingLarge, Liberator: Because I like Mamimi the best out of all the charachters in the series except for Haruko - I can identify with Mamimi the most. Besides, she looks cool and comes out with some great stuff sometimes (shining moment being her quoting of Nostrodamus).

Anyhow, back to the topic - make a thread in the general if you want to discuss FLCL - I'll happily join in!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on January 27, 2004, 09:32:22 pm
Indeed, that ANI trail is the same one used when a ship is damaged and it starts spewing molten smokey stuff out. Looks excellent, am especially impressed with how the missile turned out, but I agree with the others - more solid, streamlined trail please. :nod:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Starks on January 27, 2004, 09:36:46 pm
Kal, for your sake, I hope you're still a guy... I don't think you'd want to be the first serious female member.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Jonathan_S47 on January 27, 2004, 09:45:27 pm
Out of curiosity is there any way to give the missiles a similar engine trail like the ones we currently have for the ships?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: StratComm on January 27, 2004, 10:39:15 pm
As much slowdown as those things are causing right now, I'd say please don't.  However, giving it a thruster cone with one of the thrustxx ani's would help considerably.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Flaser on January 28, 2004, 03:35:30 am
The slowdown right now is because a single thing: lack of RAM on our vidcards.

The huge textures that were introduced lately kicked the system - that's the bottleneck in the current version.

Polycounts don't really matter - in fact they could be way up after I've done some test with the high poly Fenris.

If you uncheck the use large textures in the laucher the game will take on a 600% boost.

To play it smoothly with the hi-res textures you need a new videocard.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: SadisticSid on January 28, 2004, 05:29:08 am
Having tried exactly the same sort of particle spew for Inferno's missiles I thought it looked marginally better with a trail, but they were just too irregular for me. Instead I got this working on Sunday:

(http://img12.photobucket.com/albums/v36/SadisticSid/plasma.jpg)

Inferno type A plasma cannons
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on January 28, 2004, 05:31:45 am
Christ, now that is what a terran ship turret should look like. None of this green candy ball rubbish...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: SadisticSid on January 28, 2004, 05:45:35 am
Inspired by Starlancer's carrier plasma guns. :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 28, 2004, 07:57:40 am
How's this?

Code: [Select]

edit: image removed, look at the latest release post :)


better?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: J3Vr6 on January 28, 2004, 08:19:43 am
WOW!!!! much better!!!!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Black Wolf on January 28, 2004, 08:47:10 am
Aree those the high poly Hornets?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 28, 2004, 09:15:30 am
try useing one of the low resolution explosion immages, rather than particle_explod01 (or what ever it was called), simply becase there longer
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: phreak on January 28, 2004, 09:32:20 am
why does it seem like all those particles will slow down a 3ghz machine?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 28, 2004, 09:45:47 am
Alright. i TOLD you to try first and THEN complain (granted, I havent put up a zip with the latest stuff but still...)

to BlackWolf:

Quote
read what Lightspeed posted:
The GTM Hornet (and no, it's not the very-ubar poly version, 'tis a downstripped one - I have carefully tested this (also due to the new effects) and had no slowdown even with loads of em on screen).


to Bobboau:

A look to the files will show that I use a CUSTOM 32x32 pixel animation. Does this ring a bell?

to Phreak:

That's pretty wierd since ony my 2.4 GHz machine I actually didnt even get a visual framerate drop (below 85 FPS) with 100(!) Hornet missiles on screen. And i'm using the old (software) particle code - so it will be EVEN FASTER. How bout testing first? ;)

For anyone else: READ. Think. Post. Please not in the opposite order. Thanks :)

[/rant mode]

Sorry, but i really had to.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 28, 2004, 10:07:23 am
Okay, updated zipfile and image linky :)

(http://www.penguinbomb.com/lightspeed/Hornet.jpg)

Screenies still really don't show how this'll look in-game. After having tried them, please give your comments, I really need comments (as you can see they've done quite an improvement already).

FS2_new_weapon_FX_v0.2a (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.2a.zip)

:)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 28, 2004, 10:34:15 am
Quote
Originally posted by Lightspeed
http://www.penguinbomb.com/lightspeed/Hornet.jpg

Kal Edit: Don't quote the damn images - just include the HTML tag :p


I just noticed a slight bug with the Hornets in those pics: the particles are emerging from the centre of the missile, not the end.

I guess their spewing from the centre point, which I placed in the centre of the missile.  I can rework them if this becomes a problem.

Looks good (the new trails), ATM I'm getting about half as many particles overlaid on a normal trail (yes I copied the entry from the weapons.tbl provided across to mine)

keep it up:yes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 28, 2004, 10:39:36 am
yeah they spawn always from the centre point. It's really good for lasers, but looks odd for missiles.

If you want (It'd help :) ) you can rework your models so the center is the thruster.

your problem sounds like if you're using the D3D particles (from RT's build he posted).
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 28, 2004, 11:15:49 am
just make your model a little more forward, you should be doing that anyway, as that is the point they will rotate arround as well, and that's the point the old trail code spawned around.

also I'm at school so I can't test it right now, I just thought it would look better if the trail was longer, if you'r useing a custome ani, just recompile with a smaller FPS in the ani properties (assumeing you'r useing ani builder)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 28, 2004, 11:40:49 am
ohhh, thats what you meant :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Raptor on January 28, 2004, 01:48:23 pm
Quote
Originally posted by Lightspeed
yeah they spawn always from the centre point. It's really good for lasers, but looks odd for missiles.

If you want (It'd help :) ) you can rework your models so the center is the thruster.

your problem sounds like if you're using the D3D particles (from RT's build he posted).


Sure, I can do that. 5-10 mins on all the ones so far. I'll include the redone ones in the next pack (with the BIG warheads);)

Ah, I am runing with a D3D thingy (not up on source code type stuff).  Still looks good though.

And Kal, no need to swear about it. I'll remember next time.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Gank on January 28, 2004, 07:08:25 pm
Lightspeed, there seems to be a problem withe the perseus, it wont accept any secondary weapons. Not sure if its your ship.tbl causing this but I presume thats where this info is stored.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 29, 2004, 06:24:54 am
Thats... weird ~ I'll have a look at it.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ivanenski on January 29, 2004, 07:22:16 pm
Ok I'm a newbie and this will sound like a dumb question most likely but I installed the latest version of the weapons package, as well as the latest version of the source code.  When I fly the first mission and fire the Subach I don't see anything.  It makes the proper sound, it impacts the target, does damage, but there is nothing there visually.  I checked to make sure all the ANI and image files were in the data/effects folder and sure enough they are.  The TBL files are also where they should be.  Any ideas?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 29, 2004, 07:27:15 pm
make use you are useing the corect comandline flags, sounds like you forgot -jpgtga (you know I think this should be on by default)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ivanenski on January 29, 2004, 07:46:02 pm
Quote
Originally posted by Bobboau
make use you are useing the corect comandline flags, sounds like you forgot -jpgtga (you know I think this should be on by default)


Whoosh, over my head:confused:  .  I'm pretty green when it comes to all this, commandline flags?  Is that something in the tbl file or am I totally off?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Starks on January 29, 2004, 08:04:55 pm
Do you have the SCP launcher?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 29, 2004, 08:05:24 pm
no, comand line, you know, like DOS

make a shortcut or bach file to the exe you're useing, and after the name of the exe type
-htl -jpgtga
everything should then work
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ivanenski on January 29, 2004, 08:08:29 pm
Quote
Originally posted by LLivingLarge
Do you have the SCP launcher?


Yup I have the SCP Launcher
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 29, 2004, 08:10:34 pm
well that's even easier, just select the little tick boxes
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Starks on January 29, 2004, 08:13:30 pm
Quote
Originally posted by ivanenski


Yup I have the SCP Launcher
Version 3.3?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ivanenski on January 29, 2004, 08:15:02 pm
Quote
Originally posted by LLivingLarge
Version 3.3?


negative, it's 2.4.0.0

(edit):  Just downloaded 3.3, will give it a shot and see what happens
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Carl on January 29, 2004, 08:33:20 pm
:welcome:
Exits are to the rear and left . shotguns are located under the seats. Phaser rifles are available in the lobby, along with short-range flamethrowers. Avoid the air ducts, and if you see any Shivans crawling around in them, it's probably just me. Give me your lunch and back away slowly, and i'll probably leave you alone, depending on what kind of sandwich you have.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ivanenski on January 29, 2004, 08:58:34 pm
Still won't work.  I selected the appropriate tick boxes in the version 3.3 launcher and it didn't do anything.  Is there another program I might need to download?  I realized that my comp doesn't recognize ANI files, perhaps that might have something to do with it.  I thought I used to have a ANI reader of some sort but must've deleted it ago.

By the way, when I attempt to run FS with the tick boxes checked I get an error message like this:

Error: Unrecogzined command line parameter -jpgtga
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Cmdline\cmdline.cpp
Line: 540

Call stack:
------------------------------------------------------------------
    kernel32.dll 77e814c7()
------------------------------------------------------------------

It gives a similar error message for the other tick box.  However it doesn't prevent me from getting into the game.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on January 29, 2004, 09:12:31 pm
make sure you are useing the most up to date exe and that the launcher is useing it
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on January 29, 2004, 09:42:06 pm
Hopefully he's not using the standard FS2...

Edit: Ok, I didn't read the original post well enough. Ignor this one.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: karajorma on January 30, 2004, 04:50:03 am
Have a look in the Latest Version of Everything thread. Get the version from there. I doubt that you are using the most recent version (3.5.5 is not the most recent, just the most recent official version).
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on January 30, 2004, 05:11:31 am
Welcome to HLP, ivanenski. :)

Hey, Lightspeed, I gave the new Hornet trails a go - they're pretty nice, but I still have my reservations. Still love to see what else you can come up with. :nod:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on January 30, 2004, 08:58:18 am
I'll add a bit of length to them.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 02, 2004, 02:32:33 pm
This is 9+ hours of fiddling... and getting annoyed... and trying all over again... and trashing everything... and trying again.... and trashing again.... :rolleyes:

(http://www.penguinbomb.com/lightspeed/Hornet3.jpg)

FS2_new_weapon_FX_v0.2a.zip (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.2a.zip)

Anyway... Try them in-game and get this thread growing ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: StratComm on February 02, 2004, 02:45:11 pm
Woah... the inclusion of a non-particle trail did the trick.  Looks awesome!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 02, 2004, 02:46:38 pm
Wow, that was a fast reply.

Double Thanks to you, sir. :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: phreak on February 02, 2004, 03:00:53 pm
ahh yes much better
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: SadisticSid on February 02, 2004, 03:48:11 pm
That did the trick.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Flaser on February 02, 2004, 04:25:58 pm
WOW!

no use wasting words - pics speak for themselves.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Alan Bolte on February 02, 2004, 10:11:46 pm
Although the drift between lines looks a little odd in the pics, I'm willing to bet it looks awesome ingame.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on February 03, 2004, 07:48:07 am
YES, that's exactly what it needed. Into the highlights with you. :yes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 03, 2004, 08:07:08 am
Quote
Originally posted by Setekh
YES, that's exactly what it needed. Into the highlights with you. :yes:


Thanks! I feel so enlightened ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Woolie Wool on February 03, 2004, 08:22:15 am
*drool*
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Gloriano on February 03, 2004, 10:41:38 am
wow!,very nice
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 03, 2004, 01:49:43 pm
Okay, I was planning to save these up for later but I couldn't resist :)

(http://www.penguinbomb.com/lightspeed/SubachImpact.jpg)

Impact Effects for the Subach! - You'll have to try them in-game for best visibility as in Alt-Pause mode shield hit ANIs are not displayed.

FS2_new_weapon_FX_v0.2b (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.2b.zip)

:D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Liberator on February 03, 2004, 03:13:51 pm
We're not worthy!!!!!1111111111

:eek: :eek: :thepimp:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: StratComm on February 03, 2004, 03:49:37 pm
Those blasts look awefully high-energy for a weapon as weak as the Subach, although the effect is cool.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 03, 2004, 03:58:32 pm
Quote
Originally posted by StratComm
Those blasts look awefully high-energy for a weapon as weak as the Subach, although the effect is cool.


nah, the top three images are really close zoom.

The upper left image looks a bit odd (as if the effects were larger) because they hit the shield, and the shield hit is not displayed in alt-pause :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on February 03, 2004, 07:57:19 pm
I've finally gotten around to trying these effects.  It's beautiful.



Just a question, could make Subach secondary colour brighter?  It used to be really easy to shoot the Subach long-ranged since it was really visible.  Now, it seems to just disappear on me.  The purple hit splashes are great though.

If this isn't supposed to happen, I'll make screenshots =/
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 04, 2004, 07:27:22 am
you might want to check your brightness settings, it shouldn't be getting dark...

The colour fade is from 250.0.0 to 0.0.250, i.e. the brightness should remain approximately the same. Looks like you're having problems with blue tones to me. That would explain why you didnt have these problems earlier as the original colour fade was from 0.0.250 to 250.0.0.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on February 04, 2004, 07:50:11 am
Whoa... now that... ummm, whoa... :blah:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Gloriano on February 04, 2004, 08:59:24 am
Quote
Originally posted by Setekh
Whoa... now that... ummm, whoa... :blah:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Ypoknons on February 04, 2004, 09:36:45 am
We worship Lightspeed's shadow? :)

Mind you, I still think that StratComm has a point though - don't forget to leave room for those big impact weapons like the Maxim too, should you end up doing impact effects for it.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 04, 2004, 09:50:34 am
(http://www.penguinbomb.com/lightspeed/MekhuImpact.jpg)

FS2_new_weapon_FX_v0.2c (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.2c.zip)

The next release will contain 3 shivan surprises ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on February 04, 2004, 10:45:58 am
Christ, I love it... keep it up! (That said, bear in mind that the Prometheus, Maxim and Kayser at least are much more powerful in the energy department than the Subach etc... you don't want to smother the ship in splash effects ;))
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on February 04, 2004, 10:50:08 am
I've found out why I couldn't see the fade.  It didn't work in RT's pcx-fixed build.  It's back to 12_20 for me.

That being said.  Are the impact splashes supposed to trail off from the fighter you hit?  I've noticed that if you hit a fast moving fighter, the impact appears but doesn't disappear until it's behind the fighter.  While I think this is a really cool effect, I'm wondering if it's what you intended.

And the splashes aren't really that big in-game.  I think they look great.

The only thing now is that I find myself not wanting to use any weapon other than the Subach and Acheton XD
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 04, 2004, 11:58:29 am
That trail off thingy is not intended, but theres nothing I can do about it. I'd need a flag enabling the impact effect to follow the ship.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 04, 2004, 12:05:48 pm
I think it's better if it trails behind, the effect is energy dispersed, not something the ship is doing.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Starks on February 04, 2004, 10:42:33 pm
DO THE SHIVAN SUPER LASER!

(Did any ship use this weapon?)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on February 04, 2004, 11:00:43 pm
:eek2:  

good fucking lord..... thats sweet


sry admins.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: IceFire on February 04, 2004, 11:05:55 pm
Quote
Originally posted by LLivingLarge
DO THE SHIVAN SUPER LASER!

(Did any ship use this weapon?)

Back in FS1 days on the Lucifer...now its called a Beam weapon.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Starks on February 04, 2004, 11:48:55 pm
Is that the weapon the Lucifer used to ravage Vasuda Prime?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: StratComm on February 04, 2004, 11:51:18 pm
More specifically, it's the no-missile-with-tail that the Lucifer uses to destroy the Galatea.  It's ugly, it's slow, but it's FS1.  Why it is still in tables is beyond me.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Grug on February 05, 2004, 01:13:19 am
Bloody Marvolous.

Great work again Lightspeed. :D

btw - what version of anibuilder are you using? and do you still need to have the entire colour pallet used throughout the ani embedded in the first frame?

A link to any new tools you may be using would be appreciated also... :)

Thanks, and Keep up the Great work :D

-Grug
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on February 05, 2004, 02:59:12 am
Excellent. I've been trying these out, they really add to the feel of the game. Nice. :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: TheCelestialOne on February 05, 2004, 06:24:01 am
...hubba...hubba...hubba...

I've been away FAR too long...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 05, 2004, 08:00:29 am
Quote
Originally posted by GoDoFeViL
Bloody Marvolous.

Great work again Lightspeed. :D

btw - what version of anibuilder are you using? and do you still need to have the entire colour pallet used throughout the ani embedded in the first frame?
 


V1.0 Beta 02 Build 05 (Released 03/01/2002)

and yes, the ANI format allows only one pallette for all animation frames.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: J3Vr6 on February 05, 2004, 08:04:14 am
so what's neeext????
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 05, 2004, 10:00:08 am
Quote
Originally posted by Lightspeed

The next release will contain 3 shivan surprises ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on February 05, 2004, 05:58:46 pm
Erm.  Just one strange thing (I want to see if this happens with other people).  I've started a new pilot and a new retail FS2 campaign.  I'm at the part where I get to fly the Perseus.  But I can't choose ANY of the secondary weapons.  Even the default weapons are in white and all the possible choices are also invalid.  I've played a few more missions using just the defaults and it's still like that.  I've also tried overwriting the tbls with a fresh copy from Lightspeed's zip.

Has anyone else encountered this problem or should I just delete the data directory and start over?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 05, 2004, 06:01:34 pm
someone has been having the problem. It's probably me who broke something. I promised to have a look but it kinda slipped off my mind.

Thanks for reminding me, i'll work something out tomorrow. ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Solatar on February 05, 2004, 06:28:49 pm
Lightspeed, you can go ahead and do those fs1 weapons if you want. I'm sorry to say I won't have time to do anything for a while...

Make sure you get all the fs2 weapon upgrades done before fs2 ships.:D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 05, 2004, 06:37:41 pm
run it through a debug build, if there are any table errors that'll probly find most of them
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 06, 2004, 09:41:54 am
Not neccessary, i found the bug and eliminated it. Will be fixed in the next release :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on February 06, 2004, 11:35:15 am
You might be interested to know then that the Artemis (and not the Artemis D.H.) suffers the same problem.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 06, 2004, 11:38:56 am
Thats odd... i'll check (how stupid can I be?) :D

Thanks for testing and finding the bugs ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Jonathan_S47 on February 06, 2004, 05:49:40 pm
That reminds me. You forgot to give the maxim a rearm rate.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 06, 2004, 06:52:16 pm
Whee :)

*fixes lots of bugs*
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on February 06, 2004, 06:58:23 pm
Ok, here's another one.  I've flown to the first mission where you're on the Psalmtik.  One of the fighter choices I get is the Serapis.  However, I can't arm the Maxim cannon.  No problems with the secondaries though.  I've checked the tbl and the Serapis is supposed to be able to  pack the Maxim.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Jonathan_S47 on February 06, 2004, 07:03:37 pm
Check for the “Ballistic Primaries” flag on the ship. I noticed that some of the ships are missing it.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 06, 2004, 07:18:22 pm
I already noticed that. It's fixed (i also forgot on the Erinyes) :)

Amazing how one person can mess up tables, huh? :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 06, 2004, 08:14:04 pm
are these bugs from after running through a debug build
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Havock on February 08, 2004, 06:47:19 am
Quote
Originally posted by StratComm
More specifically, it's the no-missile-with-tail that the Lucifer uses to destroy the Galatea.  It's ugly, it's slow, but it's FS1.  Why it is still in tables is beyond me.


and it's fun to use against fighters.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on February 08, 2004, 04:28:34 pm
This isn't the right thread, but I know you're gonna be reading this Lightspeed.  The new engine trails.  Whenever I choose a ship other than the default, the trails revert back to the standard ones except it's not even glowing.  Only occurs with Terrans, never with Vasudans.  If you've already fixed it just ignore me.

@Bobboau

I'm too lazy to try playing the campaign using the debug build.  Maybe during my reading break I'll try that.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 08, 2004, 04:45:37 pm
:rolleyes: then I'm too lazy to fix your bug
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 08, 2004, 05:40:56 pm
Quote
Originally posted by ChronoReverse
This isn't the right thread, but I know you're gonna be reading this Lightspeed.  The new engine trails.  Whenever I choose a ship other than the default, the trails revert back to the standard ones except it's not even glowing.  Only occurs with Terrans, never with Vasudans.  If you've already fixed it just ignore me.


Tell the SCP coders to fix this. They insist is is fixed, but it isn't. It's a really old bug.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on February 08, 2004, 06:26:16 pm
Hold on, this is not a table bug? O_o

Curses, I may be forced to run a debug build after all
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 09, 2004, 06:41:08 am
it is not a table bug. You will also have this problem with the standard tables.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 09, 2004, 08:20:17 am
ok, the thruster thing, see if it effects player wingman ships that you don't change, ie if you leave your wingment as the defalt for that mission do the thruster glows still work?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 09, 2004, 09:55:32 am
any standard equipped ships will work here, any ships I changed the loadout on will not. They will neither display the glow, nor the trail. All they will have is a very faint POF thruster.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 09, 2004, 11:08:14 am
ok, I think I know what the problem is, it's in ship change class (or what ever it's called), I think the fix is actualy there but it is just commented out, I'm at school ATM so I can't realy fix it
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 09, 2004, 04:36:31 pm
Okay, i've been busy lately so I haven't had too much time, and the release will still take some time (you'll notice the effects on the new weapons are partially not quite ready yet). I decided to upload it though, since the last one was so buggy that it made some parts of the game almost unplayable (sorry for that).

The main aspect of this beta release is the bug-fixes. If you still encounter any bugs, i'll fix & update it.

Anyway, some previews:

(http://www.penguinbomb.com/lightspeed/threeshivan.jpg)

FS2_new_weapon_FX_v0.2d -- beta (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.2d-b-.zip)

It contains three shivan weapons; one swarm missile, one torpedo and a 'special' missile. They're pretty much WIP, so i'm still open for suggestions and changes.

-edit: sorry for the terran odd-looking thruster glows on the missiles. In-game they will have the proper shivan trails, as every missile automatically gets the trail of the ship's species it's fired from.

:)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Liberator on February 09, 2004, 05:10:23 pm
Nifty, one question though, is this going to break campaigns?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: karajorma on February 09, 2004, 05:23:06 pm
Considering it has new tables it won't work with anything which has edited the tables too.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 09, 2004, 05:57:23 pm
I need edited tables anyway, so I cant keep it 100% compatible. Any table check will b*tch about the effects :)

However, missions that work with the standard tables will automatically also work with the effects installed.

The Shivan Weapons are additional stuff, which will not break anything (hopefully) - you'll be able to play campaigns and the like without a problem. However, you could experience some problems with MODs so the safest thing is to keep the stuff in a seperate MOD directory (which you can enable for the standard campaign). That's the way I handle it, and it hasn't caused any problems yet.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 09, 2004, 09:46:59 pm
you know if you change the defalt weapons on some of the shivan fightters they'll probly show up in game more oftine than not
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on February 10, 2004, 02:41:10 am
Yeah, agreed. They shouldn't be using hornets and harpoons, give them these shiny new weaps. :nod:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 10, 2004, 09:54:00 am
Gonna update that once i've finished some lasers to go with.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Grug on February 11, 2004, 05:54:37 am
nice work *AGAIN*, u truely are a photoshop king.

hope i can live upto this quality of work, for mods im workin on. :)

cant wait to see them finished :)

btw, are you going to change any of the beam effects? like wasnt there some extra features u can use with that or something? or am i beatin the bush?

keep up great work.

-Grug aka GoDoFeViL (previously)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: GT-Keravnos on February 11, 2004, 07:07:00 am
They are mighty pretty. Yes they are!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 11, 2004, 09:35:21 am
Quote
Support your local freeware favorite space flying sim. Where YOU can make a difference. (At least FRED-wise). Freespace 2 all the way.

Lightspeed 2004 !!!


 :rolleyes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: GT-Keravnos on February 12, 2004, 03:16:51 am
What... Don't you want to be a president?

(It was meant as a sign of respect. A sign of appreciation for what you have done for us all. If you want I will take it out of my sig. Just you say so)
:cool:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 12, 2004, 07:58:17 am
President of which country? :D

And no, you can leave it in your sig, I don't have a problem with it. -- I just think it sounded funny  :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Liberator on February 12, 2004, 12:17:50 pm
Quote
Originally posted by Lightspeed
President of which country?


Sol, duh!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 12, 2004, 01:20:02 pm
I don't want Sol. I have made an arrangement with Bosch on this one. :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Stealth[cro] on February 12, 2004, 02:58:54 pm
VERY nice... Very nice indeed!
Aaaaand off this goes into my Freespace folder. :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: GeistKrieger on February 12, 2004, 05:27:37 pm
Ok i love every bit of the weapon fx. Just 1 thing  when i fire my weapon i dont c no laserz. i c rocket stuff and all the new sheild stuff...
Plz help the n00b.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Carl on February 12, 2004, 05:30:36 pm
first off:
:welcome:

second, please use real english. aolspeak is hard to read.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: StratComm on February 12, 2004, 05:37:12 pm
Quote
Originally posted by GeistKrieger
Ok i love every bit of the weapon fx. Just 1 thing  when i fire my weapon i dont c no laserz. i c rocket stuff and all the new sheild stuff...
Plz help the n00b.


Carl's right, please use more complete language in the future.

Anyway, we'd need a lot more information before we can say anything about the cause of your problem.  What build are you running?  What command line options?  Are you using a SCP build at all?  What type of graphics processor do you have?  These are all things that we need to know before we can get anywhere.

For the record, you need a recent scp build with (I think) -jpgtga -pcx32 and (recommended) -htl, plus any other options that Lightspeed might be requiring.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 13, 2004, 08:15:23 am
100 pts to stratcomm.

you need -jpgtga for them to work properly, as well as an up-to-date 32-bit compatible SCP build.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Jonathan_S47 on February 13, 2004, 02:46:12 pm
I have noticed a couple of problems with the new missiles. 1. I cannot equip them on any shiven fighter or bomber in Fred but I can equip them on capital ships. 2. The Iblis has a spot in the back that is untextured.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 13, 2004, 06:59:30 pm
I know that spot of the Iblis. Doesn't matter since it has an afterburner glow, most V missiles also have that missing spot.

Not being able to equip them in FRED is weird, i'll have a look.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on February 13, 2004, 11:35:56 pm
Hello, Im relatively new to the world of "actual" modding, instead I did levels on FRED2 for a while now and am making a current defense mission, which might be really cool, I dont know.

Anyways, I have a serious n00b question. When I try to install the special weapon effects, I dont know where what goes where! I read the instuctions but it just says "Models go in the models folder, ani's and pictures go in the whatever folder" etc, etc. Well, I dont know which files are which, so, I really need help to determine which ones go where. Thanx.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: StratComm on February 14, 2004, 12:17:40 am
For lightspeed's weapons stuff, anything ending with .tbl goes in tables, anything ending with .pof goes in models, and everything else goes in effects.  The only exception are the textures for the missiles, though hopefully they have been packaged differently as to stand out.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lt.Cannonfodder on February 14, 2004, 02:52:20 am
Target .::Tin Can::.. Target Locked. Fire.

:welcome:

Welcome to HLP. There are exits to the left and rear. Do not attempt to use them. Under your seat you will find empty beer cans, cookie crumbs, corpses of newbies, dog eared dungeon Porn mags left by Shrike... oh, and a Flamethrower. Unfortunately, we're out of napalm, so you'll have to bludgeon people to death with them.

In the event of serious conflict, there are plasma rifles in the forward locker, though these can only be opened by an Admin, [V], God, or Hyperintelligent shade of the colour Blue. If, for whatever reason, you find yourself crawling around in the ductwork, there's a better than average chance you'll encounter a Shivan. They're easy to spot with the five legs and all. If you're lucky, it's just Carl, who responds well to food rewards. If not, then at least you die quickly. Be aware that the entrance to the main control room is guarded by subspatial claymore mines.

Do not mention FS3. Karajorma's FAQ is your friend. Worship SCP team as Gods. Have a nice day.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: redmenace on February 14, 2004, 03:37:45 am
Don't spell Karajorma wrong either: he takes it as an insult more so than mentioning FS3.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sandwich on February 14, 2004, 04:43:39 am
Mmmmm turrents.... ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 14, 2004, 08:23:46 am
Quote
Originally posted by StratComm
For lightspeed's weapons stuff, anything ending with .tbl goes in tables, anything ending with .pof goes in models, and everything else goes in effects.  The only exception are the textures for the missiles, though hopefully they have been packaged differently as to stand out.


you can put the textures to effects as well, actually it doesn't really matter *where* you put them. But from the naming it should be somewhat obvious, as all effects are called [weaponname]-glow, [weaponname]-particle, [weaponname]-bitmap, etc.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 14, 2004, 08:47:35 am
Quote
Originally posted by Jonathan_S47
I have noticed a couple of problems with the new missiles. 1. I cannot equip them on any shiven fighter or bomber in Fred but I can equip them on capital ships.  


Bug found and eliminated. :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on February 14, 2004, 09:06:30 am
So then... does anyone have a link to the LATEST one? The thread with the update of all the latest things was confusing because it had lots of links to stuff. Mainly because when I put the weapons from the link PROVIDED it says "error parsing weapons.tbl" and it makes my weapons disapear and they just arent there. I dont get it either...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 14, 2004, 10:06:16 am
Latest build can be found in the first post of this thread, or with every release post (like this one :) )

Shivan special issue. Try it, and guess what's special :D

(looking in the tables ruins the fun)

(http://www.penguinbomb.com/lightspeed/Vapula.jpg)

:)

FS2_new_weapon_FX_v0.2d (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.2d.zip)

Also fixes a couple of bugs - for example it allows you to actually equip the extra missiles and unknown bombs without NotePad.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 14, 2004, 10:10:00 am
make the graphic semetrical and have it go from white to red, rather than yellow to red (yellow isn't a very shivan looking color)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: karajorma on February 14, 2004, 10:14:15 am
Two links which may help you Tin Can.

http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Installing - A guide to installing FS2 Open.

and my own FAQ (link below). Have a look at the Freespace directory structure section for a more detailed explaination of where to put everything.

To be honest though dumping everything from LightSpeeds's download in your data folder will work. The reason we tell everyone to put things in subfolders is that it can very quickly get messy and cause you problems later on if you don't keep things tidy from the start.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 14, 2004, 10:15:03 am
It's supposed to be non-symmetrical :)
I wanted it animated originally, but ANIs do not work with laser bitmaps somehow.

About the yellow... it's a special issue weapon. You could call it 'special' both in appearance and behaviour.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 14, 2004, 10:18:51 am
well the symitry issue just makes it look unrealistic
the yellow just makes it look like just another tarren/vasudan weapon (especaly when being fired from an Aries) I supose if it's and EMP weapon or something it could be excused, but I thinng green would be better given that it is the spectral oposite of red
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 14, 2004, 11:15:43 am
Green would look aweful when fading to red. And the Ares will not fire it anyway.

That, and it's only yellow for a really short distance, after which it's solid red.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on February 14, 2004, 11:24:22 am
What I want to see is capship turrets with powerful trails.

I rigged the Terran Turret to use the lamprey trails you made, and it was halfway decent, but I don't really know the table coding...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Trivial Psychic on February 14, 2004, 12:47:21 pm
So which of the original Shivan weapons does this replace?  Which of the 3 standard lasers (light, heavy, ultra) does this most approximate as far as dammage factors?

Later!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on February 14, 2004, 02:21:25 pm
Unknown. Maybe some of the developers have some answers. BTW, I've always thought of a little something you could do in the game where you could activate a sensor mode where you go invisible to sensors for about 5 seconds, making aspect lock impossible. But, that was just a thought.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 14, 2004, 06:35:10 pm
Quote
Originally posted by Trivial Psychic
So which of the original Shivan weapons does this replace?  Which of the 3 standard lasers (light, heavy, ultra) does this most approximate as far as dammage factors?

Later!


None of them. As i said it was special :D

First one to find out without looking at the tables will get a cookie. :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on February 14, 2004, 10:53:46 pm
It's probably a Shivan Kayser... :doubt:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 15, 2004, 05:44:10 am
it's not. :)

it's the other way round, the Kayser is a powerful, yet failed attempt to copy the weapon.

Read up on your tech:

"The GTW UD-8 Kayser is the result of an intensive study of Shivan weapon technology. The Kayser emits focused waves of subatomic particles that bombard its target. Impact causes the wave function of the particles to collapse and emit extremely intense, zero-point energy microbursts. Standard policy dictates that weapons of this magnitude be mounted only on bombers, but it has become common practice for field technicians to mount them on fighters."

:D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on February 15, 2004, 06:06:31 am
Lightspeed, have you ever put your eyes on the Flaks?
Shivans aren't supposed to have it, at least not the same way as GTVA... *wink* *wink*
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 15, 2004, 06:14:48 am
I've thought of that, too :)

So... any idea what the special thingy is about? anyone? :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: SadisticSid on February 15, 2004, 07:13:09 am
Quote
Originally posted by Raa Tor'h
What I want to see is capship turrets with powerful trails.

I rigged the Terran Turret to use the lamprey trails you made, and it was halfway decent, but I don't really know the table coding...


http://img12.photobucket.com/albums/v36/SadisticSid/plasma.jpg

That's just a trail, no projectile as such. :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on February 15, 2004, 07:25:51 am
Cool, reminds me about my shivan flak attempts...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on February 15, 2004, 07:32:22 am
Looks to much like fireballs for my liking though, as if they were fired from a catapult or something in some medieval siege... they need to be "sharper" projectile shapes... not round.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Trivial Psychic on February 15, 2004, 01:24:51 pm
Looks more like the Bug "but" plasma AAA from "Starship Troopers".

Later!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 15, 2004, 01:25:50 pm
exept that was blue
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on February 15, 2004, 04:42:17 pm
I love it. *loads Vapulas on all his fighters* Oh, and welcome to HLP, GeistKrieger! :)

:welcome:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Ransom on February 15, 2004, 05:59:13 pm
Just looking at the pics I'm not too sure about the yellow colour, but I'll have to try it when I get home. Otherwise, they look great. Methinks the lack of symmetry is fine, although the wobbliness looks a little odd.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 16, 2004, 06:52:34 am
projectile speed is 700 m/s, actually I was aiming for an animated 'swirly' thing, but the high speed kinda fakes this with it being asymmetric.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sheepy on February 17, 2004, 09:13:34 am
I dunno whats causing it but after a re-install of FS2 and various bits and bobs from the SCP (FS2open, media VP, your weapons, planets and some explostion ani's). Now whenever i try and loadout my ship, i get kicked to desktop without any reasoning ... advice?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 17, 2004, 05:18:19 pm
Looks like a "file not found". No idea what's missing on your install though :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on February 17, 2004, 05:20:55 pm
Lightspeed, would you mind if i ask you to make a few weapon effects for a work of mine?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 17, 2004, 06:02:01 pm
run a debug build, if anything is wrong it will catch it
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 18, 2004, 06:24:35 am
Quote
Originally posted by Zarax
Lightspeed, would you mind if i ask you to make a few weapon effects for a work of mine?


Depends on:

a) your patience (may take a long while as my main focus lies elsewhere)

b) that work of yours - If it looks promising and interests me, i'll be more likely willing to help :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on February 18, 2004, 06:27:07 am
Thanks.

a) No problem, unless an horde of FREDers jumps from nowere to finish all missions :-).

b) I'll mail you the concept and some WIP samples...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on February 18, 2004, 11:05:50 am
Im a FRED'er, and I'm jumping out of nowhere! Does anyone need assistance? I'm all over that, although I got a MOD in the TVWP going and possible recruitment from the 158th Banshee Squadron.... so then, what do you guys require of my casual FRED-ness?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on February 18, 2004, 11:07:02 am
Hey TC, if you wanna some work Rise of GCA can use some help...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: J3Vr6 on February 20, 2004, 04:28:02 pm
Hey, sorry for the late questions but I just got my computer set up to play.  Using the instructions that Karajoma said about making a FS_Open subdirectory in FS2, would I be able to put these weapon files in there too and FS will see them if I select MOD in the launcer to point at that subdirectory?

Also, does this break the original campaign?

Thank you, drive thru.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sheepy on February 20, 2004, 05:25:50 pm
Some one tell me about this sub directory camp lark type business, i hear dosmething about it but i dont get how it works ... point me at a readme or something :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: karajorma on February 20, 2004, 05:55:08 pm
Quote
Originally posted by J3Vr6
Hey, sorry for the late questions but I just got my computer set up to play.  Using the instructions that Karajoma said about making a FS_Open subdirectory in FS2, would I be able to put these weapon files in there too and FS will see them if I select MOD in the launcer to point at that subdirectory?


Yep. It will work fine that way. That's exactly how I installed Lightspeeds stuff and it's not caused me a single problem :)

Sheepy take a look at this (http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Installing%20Mods%20Under%20FS2_Open)

To play with Lightspeed's weapons you just treat it as if you were installing a new mod. Make an new folder called FS2_Main_Campaign, make a data folder inside that and install all these upgrades to that.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 20, 2004, 10:13:23 pm
That's the way I use my stuff to -- as to not break FS2retail compatibility. After all, I run a FS2 1.2 wihthout any modifications to retail on PXO. :)

Anyway... :

(http://www.penguinbomb.com/lightspeed/Alouqua.jpg)

It's a light laser. As the above screenshots are a bit few I went back and got some more ;)

(http://www.penguinbomb.com/lightspeed/Alouqua2.jpg)
Fighting a Nahema in close range :D

FS2_new_weapon_FX_v0.2e (http://www.penguinbomb.com/lightspeed/FS2_new_weapon_FX_v0.2e.zip)

It's evil, it's shivan, it's fun.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on February 21, 2004, 03:13:43 am
Alouqua. Nice. :):yes: Is it Shivan?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Turnsky on February 21, 2004, 03:15:30 am
well, i'd assume so, since in one of those screenies, it's on a nahema.. ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on February 21, 2004, 03:43:37 am
In the other screenie, it's on an Erinyes... :D But yeah, I see your point. Just asking. :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Stealth[cro] on February 21, 2004, 06:01:12 am
Alouqua AND Hornets in the same picture. Nice :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: RandomTiger on February 21, 2004, 06:16:20 am
Quote
Originally posted by Lightspeed

(http://www.penguinbomb.com/lightspeed/Alouqua2.jpg)


Wow, downloading now.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Nico on February 21, 2004, 07:04:43 am
I must say that this new laser, well I love it.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sheepy on February 21, 2004, 07:24:25 am
First off, cheers kara, that got it working.
Secondly, it looks great Light, but apparently downloading the latest version ****ed it up again, go figure. I think its in the tables somehwere, cause apparently when i go straight to the mission (without doing load out) on my merm i have got the usual 2banks of rocks, and a bunch of "Enemy MX40" or whatever.

I'll go look se if i have buggered anything up but i think i have done it all properly.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 21, 2004, 08:52:01 am
you might have to create a new pilot.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: GT-Keravnos on February 21, 2004, 05:17:11 pm
What can I say (speechless), I 'll let my sig do the talking...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: kasperl on February 25, 2004, 11:07:19 am
the 1_30 d build *****es about a lot of table errors?

bad yes/no?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on February 25, 2004, 11:12:32 am
yes bad, you will want to fix those. even if the relese build says nothing
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on February 25, 2004, 11:37:16 am
Will be done. It's just that for 4 bugs I fix, 5 new ones pop up.

That's what happens when continuously adding new stuff in ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 03, 2004, 07:21:09 am
So then absolute latest weapon effects are: (And I mean with everything in them, like from start to just now)
Title: Re: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 03, 2004, 08:57:31 am
Why can't anyone read the first post? - Anyway:

Quote
Originally posted by Lightspeed

Progress:

done (with impact effects!)
done
there's a version out
WIP
yet to do

Subach HL-7
Subach HL-7-Dogfight
Mekhu-HL-7
Mekhu HL-7-Dogfight
Akheton SDG
Morning Star
Morning Star D
Prometheus R
Prometheus S
Prometheus D
Maxim
Maxim D
UD-8-Kayser
UD-D-Kayser
Circe
Lamprey
Vasudan Light Laser
Hornet Swarm missile


Vapula
Alouqua
Qutrob
Iblis
Lamassu

More shivan stuff / Impact Effects

Shivan Light Laser
Shivan Heavy Laser
Shivan Mega Laser
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on March 03, 2004, 09:05:33 am
LS, i was foooling around with bob's evn build and i noticed that i couldnt move around the primaries on the select screen. not sure if this is a table error or what but could u please look at it?
i can mess around with Secondaris just fine...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on March 03, 2004, 09:08:03 am
you know you may want to start working on beams, takeing advantage of the tileing and translation code, as well as the fact that you can now define beam weapons that have an effective range of 1500 meters to only be rendered as 1500 meters long (well actualy 2000 would probly be better) I have made some upgraded beam graphics that may be useful as a start, but they don't quite work as well as I had wanted them (they change the look of the origonals too much, I was trying to make the origonals look better not diferent) I'll upload them somewere toight
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: karajorma on March 03, 2004, 09:27:01 am
Quote
Originally posted by Drew
LS, i was foooling around with bob's evn build and i noticed that i couldnt move around the primaries on the select screen. not sure if this is a table error or what but could u please look at it?
i can mess around with Secondaris just fine...


I've noticed this too. It happened with LS's mods and with MindGames (which doesn't use them) so I think it's a problem with the build. I'll go post this on the correct thread.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 03, 2004, 10:49:32 am
I think and upgraded anti-fighter beam weapon with *****en visuals would really make my day, and I would be more then willing to fly into a group of beam cannons. But how can you upgrade a beam, which is just a straight line with a blue effect? I find it kind of difficult. But its obvious Volition wanted to play HEAVILY on the Beam CANNON effects, because those dont really need to be upgraded, except that we need to make them non-2D. Are they 2D? Because, I could never tell if they were 3D...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on March 03, 2004, 11:36:36 am
there 2.5D,
I have very very old code that allows beam textures to be tiled and also to move along the beam, it takes quite a bit of tweakage, but you can get very high resolution beam textures, rather than that liniar blur.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 03, 2004, 05:00:47 pm
making everything 3D is just the wrong thing to do, when will people understand that? :mad:

There's tons of stuff that looks far better in 2D, drains much less performance and has lots more detail. Oh, and it's easier to be made :)

@Bob: I'll have a look at beams once I've done the primaries - time is limited at the moment though.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on March 03, 2004, 05:06:51 pm
When you're done with all these new effects Lightspeed, we really need to make a new VP called LightspeedFX.vp
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Unknown Target on March 03, 2004, 05:32:25 pm
Quote
Originally posted by .::Tin Can::.
Are they 2D? Because, I could never tell if they were 3D...



So if they LOOK like 3D, but are really 2D, why would they NEED to be 3D?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on March 03, 2004, 06:54:43 pm
So that people can claim "Hey look!  We have 3D beams"

Seriously though, before anyone even starts to say we need 3D beams, they should play around with Bobboau's tiling code first.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 03, 2004, 06:58:48 pm
Sure. But we can have 3D beams, not only for it to look better, but so that when it impacts an enemy ship it doesnt look like its getting its ass beat by a LINE!!!!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Solatar on March 03, 2004, 07:03:32 pm
It'll look much better to have it beaten by a stick that looks different from a 2d beam only because it is lo-poly, mediocre textures, and it doesn't blend in with the background.

That's much better...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 03, 2004, 07:05:33 pm
Which means...:wtf:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 03, 2004, 07:16:39 pm
Quote
Originally posted by .::Tin Can::.
Sure. But we can have 3D beams, not only for it to look better, but so that when it impacts an enemy ship it doesnt look like its getting its ass beat by a LINE!!!!


you know that 3Dbeams a) look lots worse and b) have the same hit?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on March 03, 2004, 07:34:25 pm
I think he likes to argue... He keeps taking sides everyone's decided against already... :doubt:

3d beams are too much of a performance drain. They're ugly. You can do wonders with the standard beams. And if Bob had a way to animate them implemented, they'd be even nicer.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Solatar on March 03, 2004, 07:35:32 pm
Why do we need 3d beams? What great improvements will this give us?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on March 03, 2004, 07:37:00 pm
LOWER FrAMERATES!!!11!1!oneoneone
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on March 03, 2004, 08:06:41 pm
*playing devil's advocate*

Hmm, can the current beams be made to hit a cylinder of 500 metres in radius?  If not, then there _is_ one thing a 3D beam can conceivably do that a 2D one can't.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on March 03, 2004, 08:22:00 pm
uh, yeah, they can...

the drain from 3d beams would be neglegable, but it would be pointless and look not as good
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on March 03, 2004, 08:33:27 pm
In that case, there really isn't any reason for a 3D beam XD
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 03, 2004, 10:27:10 pm
*sigh* Fine then, I'm a jackass

Anyway, can we come up with an idea so that when a ship gets hit the impact looks like a circle, instead of a line? Thanks. :mad:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Grug on March 03, 2004, 11:15:44 pm
lol

ok how about multi layered beams? ie a few beams so when it hits there is a gradual degredation...
either that or a type of fog around point of impact?

hmm...

-Grug
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on March 03, 2004, 11:38:46 pm
there is a method for makeing sure it doesn't look like it's getting hit by a line, an impact explosion, big enough to engulf the end of the beam
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 04, 2004, 06:39:54 am
That, and some other impressive stuff you will see when I work on beams :)

If I only had more time. I've already tested a few cool things with beams ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Nico on March 04, 2004, 07:21:45 am
there's ways to have very cool "3D" beams using particles, like they did in Darklight Conflict ( that game was full of effects of that kind ). I have to find pics...

Edit: seems there was a psx version out, and as a result, the old PC version, well, can't find anything interesting about it. It's quite old, tho ( out in 1997 )
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 04, 2004, 07:25:25 pm
So then the verdict on a 3D beam or a more 3D-looking beam would be:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Liberator on March 04, 2004, 07:28:44 pm
maybe? zako
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 04, 2004, 07:32:03 pm
The beams look great and all, but if it hits the ship then you can clearly see that its 2D, just like the fire effects from Doom when you would run around a fire it would rotate with you. ;7
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Liberator on March 04, 2004, 09:36:41 pm
Actually, zako, your supposed to be too busy to make that kind of observation.  zako
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Carl on March 04, 2004, 11:26:20 pm
no. no no no no. no 3D beams. it'll be a preformance drain and it'll look worse. it's no worth solving the straight line hit problem, especially sinse that can easily be solved by covering it up with beam glows and explosions.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on March 04, 2004, 11:29:44 pm
Well, a 3D beam wouldn't actually kill performance (since a cylinder doesn't actually require _that_ many polies).

It just won't look as good.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on March 04, 2004, 11:41:28 pm
show me a pic of the 'strait line' problem.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Nico on March 05, 2004, 02:35:00 am
a 3D (  cylinder mesh ) beam looks crap, period. I know, I've tried many ways in max to render beams and, guess what? The cylinder thing is the worst looking of the lot.
The best way can't be replicated in FS ( well, it could with some tweakage of the overexposure code, I guess ).
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Grug on March 05, 2004, 02:58:21 am
Personally... I don't think its a 'major issure'.

But I still wouldn't mind to see it perfected. Maybe once Lightspeed gets around to beams... :D

-Grug
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sandwich on March 05, 2004, 03:11:08 am
Seems to me that FS beams are more or less fine as-is, especially with the advanced tiling and animation code in there. But adding some real HTL glows would be REEEAAALL nice, too. ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Nico on March 05, 2004, 03:27:53 am
well, I just pointed out tech facts. I like the beams as they ar now as well.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ryuune75 on March 05, 2004, 04:27:28 am
3D beam meshes are the ugliest thing you could do to freespace engine... i mean, how can you make a cilindric mesh looks like it's made of energy??? :confused:

Quote
Originally posted by .::Tin Can::.
The beams look great and all, but if it hits the ship then you can clearly see that its 2D, just like the fire effects from Doom when you would run around a fire it would rotate with you. ;7


see:

Quote
Originally posted by Bobboau
there is a method for makeing sure it doesn't look like it's getting hit by a line, an impact explosion, big enough to engulf the end of the beam


yes, simple as that...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on March 05, 2004, 04:45:50 am
The graphics do need addressing though, as it is the beams don't look like they're glowing so much as they're just colored that way with a gradient. Give me a bit and I'll see if I can mock up what would be better. It has a lot to do with impact explosions and beam glows.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on March 05, 2004, 05:12:40 am
Uh, so yeah... this at least shows part of what I mean. The pure circular glows at the source of the beam look rather wrong if you ask me. They should look like they're shunting power at the target in a beam like fashion...

There are other changes, but it's a thought.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on March 05, 2004, 08:20:24 am
well that's just a art problem
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Grug on March 05, 2004, 09:14:31 am
I think Kalfireth means it should look like a cone angled towards the point its firing?

Personally I think beams should be animated or have the choice to do so. Unless they already can be, in which I'll be greatly surprised and happy... :)

ie, so you could have it look like pulses heading towards the target etc. Something more like Homeworld... :D

-Grug
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 05, 2004, 09:15:58 am
I remember one of the very first SCP releases, where the beams were jagged... Effects like that one would be something fresh and new...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Bobboau on March 05, 2004, 09:22:10 am
beams have been able to have there textures move twards there target for years
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on March 05, 2004, 09:25:15 am
My main point was that someone needed to redo the graphics for it, but overall the beams could do with having a bit more "power" behind them. I'm not entirely sure how though. But they just don't feel - to me at least - like particularly dangerous weapons. More "oh look, another beam cannon firing".

Heck, what would be really nice was if beams were reworked as some kind of a particle cannon.. that is to say you see energy "spawn" at the source of the beam and hurtle through space to slam into their target. Not smooth as the beams are now, but... perhaps like almost liqued like in movement. As if energy was actually moving rapidly rather than there just being a straight line. It's hard to describe, I'll see if anything on the net looks similar.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 05, 2004, 09:27:35 am
Inferno has some good beam graphics...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ryuune75 on March 05, 2004, 09:31:29 am
Quote
Originally posted by Zarax
Inferno has some good beam graphics...


I was about to say the same thing... :) They are less plain, i like their BFred especially.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Grug on March 05, 2004, 09:36:20 am
Bobboau: :o Are they able to use .anis ?

Kalfireth: Hmm I think I know what you mean... but hey, I guess we shall all wait and see what they look like after Lightspeed goes through them. :D

I'll have to d/l some of these other campaigns now that I've got things sorted out with FS2. I've had a go at a earlier version of BabProject, but what would be highly recommended now? And what would be the most favoured Single mission using naught but the FS2 assets and SCP...? any suggestions? I guess I'll probably try and get through them all when I find the time lol. :D

-Grug
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 05, 2004, 10:41:42 am
Quote
Originally posted by Kalfireth
My main point was that someone needed to redo the graphics for it, but overall the beams could do with having a bit more "power" behind them. I'm not entirely sure how though. But they just don't feel - to me at least - like particularly dangerous weapons. More "oh look, another beam cannon firing".

Heck, what would be really nice was if beams were reworked as some kind of a particle cannon.. that is to say you see energy "spawn" at the source of the beam and hurtle through space to slam into their target. Not smooth as the beams are now, but... perhaps like almost liqued like in movement. As if energy was actually moving rapidly rather than there just being a straight line. It's hard to describe, I'll see if anything on the net looks similar.


I know exactly what you mean. I've seen a beam go off countless times and just for fun I like to run into friendly beams to see myself flung away. But having a beam just kind make a SLAM into a target, maybe even pushing a tad bit or see it shake at the impact of an energy weapons like that would be truely awesome. Say for instance: when the Capella star went off, and you saw the wave his the ships with such force and kinda move em a bit, I mean a beam effect like THAT! Threatening, having that "whack" noise it had on impact, and just pushing it a tad bit with a awesome wavy-ish kinda beam. But I'll get a screenshot of the problem as soon as I get back home. I'm at school right now.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ryuune75 on March 05, 2004, 10:52:24 am
Yes that would be nice, i mean not really realistic (how can a beam push you?), but who care? I like the beams as they are, but they could be much better i think, i also thinking about particle spread on the full lenght of the beam, not just at the starting glow, animated texture to make it more "active", and also some kind of electrical discharge, like lightnings along the beams..
There are a lot of ways to improve beam i think.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 05, 2004, 10:55:52 am
Sure it could push you. If the damn thing is JACKHAMMERING into your hull at an extreme speed faster then light (I mean, the thing hits it target once it fires) then I'm sure it would give you a little push. But, what would be REALLY cool is if we would have it so that if a spot has been hit enough, OR the hull integrity has dropped to a certain level, anti-cap (non-slash) beams could penetrate the hull of the ship. ;7
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ryuune75 on March 05, 2004, 11:06:07 am
Quote
Originally posted by .::Tin Can::.
Sure it could push you. If the damn thing is JACKHAMMERING into your hull at an extreme speed faster then light (I mean, the thing hits it target once it fires) then I'm sure it would give you a little push. But, what would be REALLY cool is if we would have it so that if a spot has been hit enough, OR the hull integrity has dropped to a certain level, anti-cap (non-slash) beams could penetrate the hull of the ship. ;7


No they can't
First of all they can't travel against you FASTER than light, second, simple charged particles don't have enough mass to move a million ton cruiser, let alone a billion ton destroyer, no matter the speed at wich they travel. To have a push effect you should use something with a considerable mass, but it won't be a beam weapon anymore, it will be a projectile weapon.
Anyway this don't matter at all, i don't care about realism, i care about what is cool! After all FS2 is not realistic in anyy aspect of space combat (maximum speed? Afterburners? Laser that travel slower than a projectile?)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 05, 2004, 11:08:40 am
Sure they can. But since you dont care about realism, then it would make it cool looking! More powerful! But still, I didnt say it would just completely SHOVE it, just kinda nudge it a bit. Maybe a Fenris getting whacked by a beam weapon would help really. Just like that tiny-assed anti-fighter beam can make you twirl, why cant a bigger beam make a bigger ship shake in its space?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on March 05, 2004, 11:11:45 am
It's perfectly fine for a beam to move a target.  And there's many ways you can justify it in the story (as long as you don't use the normal FS2 beams).  Ultra-massive plasma, trans-lightspeed particles (those beams can appear pretty quickly)...  plenty of ways to justify.


And the beam weaponry in FS2 _are_ particle beams in the sense plasma streams are particulate...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 05, 2004, 11:16:35 am
I would just like to see more "umph" in the beams, with a realistic firing-of and impact-of effects.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 05, 2004, 11:17:37 am
Just increase the mass factors in the tables and the beams will move even capships...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 05, 2004, 11:25:11 am
Last time I tried doing .tbl editing (you were there Zarax) I ended up biting off more then I could chew with the tables, because there seems to be a lot more editing then I would like.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 05, 2004, 11:26:14 am
Check Karajorma's FAQ about tables and flags, it really helps.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on March 05, 2004, 03:45:57 pm
Quote
Originally posted by ryuune75


No they can't
First of all they can't travel against you FASTER than light, second, simple charged particles don't have enough mass to move a million ton cruiser, let alone a billion ton destroyer, no matter the speed at wich they travel. To have a push effect you should use something with a considerable mass, but it won't be a beam weapon anymore, it will be a projectile weapon.
Anyway this don't matter at all, i don't care about realism, i care about what is cool! After all FS2 is not realistic in anyy aspect of space combat (maximum speed? Afterburners? Laser that travel slower than a projectile?)

dude think of the force the beams have. Ever heard of the 2nd law of motion?
F=MA

several trillian explosive particles moving at even close to light speed will have a more than a little kenitik effect
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ryuune75 on March 05, 2004, 04:22:29 pm
Quote
Originally posted by Drew

dude think of the force the beams have. Ever heard of the 2nd law of motion?
F=MA

several trillian explosive particles moving at even close to light speed will have a more than a little kenitik effect


lol, you'd rather check the numbers supporting this theory;
If they are "energy" beams i suppose they are just that, not some kind of strange mass driver, right? So what makes you think they are composed of higher mass particles?
So go see how many particles of zero or near-zero mass you need at whatever speed you want to move a multi billion ship by a millimeter, then tell me.

@cronoverse
Where have you seen any evidence that:
- beam weapons are "plasma" weapons? If they were plasma weapons they will have called that way in the game.
- they hit at translight speed (whatever that could mean)?

You can't just make up things to justify a non-realistic aspect of the game, it's that way because it better for gameplay. And on top of that justify with something even more unrealistic (translight speed?)

But again, it isn't this a bit off topic? I already told i don't care about beams pushing you around (as the already do) because i know they are cool that way.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 05, 2004, 04:24:28 pm
BTW, real life ion "beams" (yes, they exist, but are far from being a weapon) are ionized superheated plasma particles...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: karajorma on March 05, 2004, 04:30:17 pm
Quote
Originally posted by ryuune75
@cronoverse
Where have you seen any evidence that:
- beam weapons are "plasma" weapons? If they were plasma weapons they will have called that way in the game.
- they hit at translight speed (whatever that could mean)?


I agree with you about the beams moving ships not being realistic (cool, yes. Worth doing, yes. Realistic, nope) but does the phrase commence plasma core insertion ring a bell? :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Unknown Target on March 05, 2004, 04:35:13 pm
Did you know you really can't see lasers in real life?
I MAKE A MOTION FOR ALL LASER GRAPHICS TO BE REMOVED IN THE NAME OF REALISM! :D :p

Seriously, folks, since when has FS2 been realistic? :p

And anyway, beams can already go thru ships, play the first mission in the FS2 campaign again :D :p
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ryuune75 on March 05, 2004, 04:44:03 pm
Quote
Originally posted by karajorma


I agree with you about the beams moving ships not being realistic (cool, yes. Worth doing, yes. Realistic, nope) but does the phrase commence plasma core insertion ring a bell? :)


Yes, a bell called "techno babble"
A "plasma core" can be anything really, to shoot a bullet you need gunpowder, that doesn't mean you shoot gunpowder, right? Plasma is not some kind of esotic energy, it's a simple, plain ionized gas...the most common matter in the universe.
There is no way FS2 beams can be "plasma" beams.

@Unknown Target
You can see lasers, you only need to be in a very dense nebula :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 05, 2004, 04:49:51 pm
That's not exact...
Actually you can see lasers, but it depends on the frequency...
Those that are used by heavy industrial plants are quite visible.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ryuune75 on March 05, 2004, 04:58:04 pm
Quote
Originally posted by Zarax
That's not exact...
Actually you can see lasers, but it depends on the frequency...
Those that are used by heavy industrial plants are quite visible.


Dude, sorry, but you clearly dont' know what you are talking about....
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: karajorma on March 05, 2004, 04:59:44 pm
Quote
Originally posted by Unknown Target
Seriously, folks, since when has FS2 been realistic? :p


Pay attention! The arguement isn't about whether or not we should do this in FS2 because we all pretty much agree that beams smacking capships about can look very cool.

What we're arguing about is what would happen in real life.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 05, 2004, 05:14:37 pm
Quote
Originally posted by ryuune75


Dude, sorry, but you clearly dont' know what you are talking about....


Are you sure?
Light Amplicated by Stimulated Emission of Radiation shouldn't be visible for you?
How about laser pointers, or even better military laser designators mounted on choppers that even have a low energy mode to reduce visibility and avoid to harm friendly infantry?
Of course a single laser pulse would be next to impossible to see, but a prolonged stream will look much like FS beams...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ryuune75 on March 05, 2004, 05:26:37 pm
Quote
Originally posted by Zarax
Are you sure?
Light Amplicated by Stimulated Emission of Radiation shouldn't be visible for you?
How about laser pointers, or even better military laser designators mounted on choppers that even have a low energy mode to reduce visibility and avoid to harm friendly infantry?
Of course a single laser pulse would be next to impossible to see, but a prolonged stream will look much like FS beams...


Hell, of course i'm sure! I can talk about beams and the like, but not things like that! You can see laser pointers because they are used in places where there is AIR, and water particles in it! Tell me a way to see a laser in vacuum...

p.s. no need to tell what laser stand for, i think we'll all know that...

p.s.s. of yes,  i can see laser not that i think of it... just point it straight into my eyes! :) But i fear it will hurt a bit.... :shaking:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on March 05, 2004, 05:29:55 pm
Quote
Originally posted by Unknown Target
Did you know you really can't see lasers in real life?
I MAKE A MOTION FOR ALL LASER GRAPHICS TO BE REMOVED IN THE NAME OF REALISM! :D :p

Seriously, folks, since when has FS2 been realistic? :p

And anyway, beams can already go thru ships, play the first mission in the FS2 campaign again :D :p

FS2 dosnt use lasers. THey use discharges of energy. Star wars like.....
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on March 05, 2004, 05:38:10 pm
Lasers cannot be seen.  Period.  However, they tend to be visible since there are always particulate matter in the atmosphere that scatters a tiny fraction of the beam enabling us to see it.  In a pure vacuum it's invisible.



@ryuune

The shivan beam weapons are coherent beams of negatively charged mesons.  Hence particle beam.


Moresoever, even a beam of pure light can move objects if it's intense enough.  However, multi-million-ton vessels would never move under so light a force.

Unless, the point where the beam strikes instantaneously converts into plasma which quickly expands and forces the vessel to move.

Quote
@cronoverse
Where have you seen any evidence that:
- beam weapons are "plasma" weapons? If they were plasma weapons they will have called that way in the game.
- they hit at translight speed (whatever that could mean)?

You can't just make up things to justify a non-realistic aspect of the game, it's that way because it better for gameplay. And on top of that justify with something even more unrealistic (translight speed?)

But again, it isn't this a bit off topic? I already told i don't care about beams pushing you around (as the already do) because i know they are cool that way.


We do know the shivan beams are particulate.

I didn't say they moved at translight speeds.  I said that you could easily make up something for your missions to justify why the beam you're using moves a large capital ship.

I'm NOT saying to make the FS2 beams in the main campaign to start moving the capitals.  In fact, I don't think anyone in this thread is asking for that.

Furthermore, I CAN just make up stuff to justify a non-realistic aspect of the game.  That's the entire point.


As for FTL speeds, that's not necessarily unrealistic even wth current physics.  Current physics only prevent normal matter from REACHING  c, but there's nothing covering things that start out at greater than c.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ryuune75 on March 05, 2004, 05:40:53 pm
Quote
Originally posted by Drew

FS2 dosnt use lasers. THey use discharges of energy. Star wars like.....


well, they are a lot of different things, as far as i know:

Subach-HL7: x-ray projector
Kayser: particle projector
Maxim: rail gun
Prometheus: laser cannon
Circe: electromagnetic cannon

Quote
Originally posted by ChronoReverse
Moresoever, even a beam of pure light can move objects if it's intense enough.  However, multi-million-ton vessels would never move under so light a force.


This is exactly what i'm saying so far.....

Quote
Originally posted by ChronoReverse
Unless, the point where the beam strikes instantaneously converts into plasma which quickly expands and forces the vessel to move.


a tiny part of the armor turning into vaphor can't move the rest of the ship, there is no way....

Quote
Originally posted by ChronoReverse
Furthermore, I CAN just make up stuff to justify a non-realistic aspect of the game.  That's the entire point.
As for FTL speeds, that's not necessarily unrealistic even wth current physics.  Current physics only prevent normal matter from REACHING  c, but there's nothing covering things that start out at greater than c.


There is nothing excpt we don't know any particle that move faster than C, and even if we do it's unlikely we can interact this this kind of matter in any way (they will travel backward in time)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on March 05, 2004, 06:01:35 pm
Well, there's no reason to think that the laws of physics are symmetrical around c.  So although time dilates as we approach c, such effects may not be observed on the other side so to speak.

It's rather likely that we're unable to interact with translightspeed particles (hence why we haven't been able to detect them).  But it's also possible that something similar to the reason why we don't observe antimatter naturally may have occurred and FTL particles don't exist naturally.


Quote
a tiny part of the armor turning into vaphor can't move the rest of the ship, there is no way....


Except it's not a tiny part of the ship.  The beams are large enough that the area of effect is larger than even an engine nozzle.  The beams are also sustained so its possible for the effect to manifest in some motion of the ship.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on March 05, 2004, 09:37:14 pm
Quote
Originally posted by ryuune75


well, they are a lot of different things, as far as i know:

Subach-HL7: x-ray projector
Kayser: particle projector
Maxim: rail gun
Prometheus: laser cannon
Circe: electromagnetic cannon



each one of those weapon (with the exection of the maxim) uses a focused discharge of energy.


YOur approaching FS2 as it were our universe. Using newtons laws, its easy to understand why a force distructive as a beam cannon couldnt push a ship around. Protons are particls, and there are a hell of a them in a beam. Look in a sience book; protons are much denser than you think. A concentrated beam (with the destructiv force to rip open a planets crust) would have more than enought force to move a ship. Its canon; look at the intro cutscene.

anyway, having a beam knock a cruiser around is way kewler.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 06, 2004, 12:20:53 am
Quote
Originally posted by Unknown Target
Did you know you really can't see lasers in real life?
I MAKE A MOTION FOR ALL LASER GRAPHICS TO BE REMOVED IN THE NAME OF REALISM! :D :p

Seriously, folks, since when has FS2 been realistic? :p

And anyway, beams can already go thru ships, play the first mission in the FS2 campaign again :D :p


Well I have some disturbing information for you: I checked the scripting in the first mission when I vp'd the file, just to look around, and I saw that they set the Bellesarius to "self-destruct" when they fired the beam, so the Bellesarius just blew itself up and the beam went through because the game no longer read it as "present"

Just something I wanted to point out...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on March 06, 2004, 12:41:54 am
*cough intro cutscene cough*
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on March 06, 2004, 04:48:19 am
Dear god, I leave a thread for a bit and people start breaking out the physics. Guys, we're talking about weapon effects - graphical ones - not whether the mass of anything could push anything else etc. etc. :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sandwich on March 06, 2004, 05:41:40 am
Ok, lemme sum up for you all. The effects the SCP is adding are for the Cool factor, NOT the realism factor. Otherwise we'd end up with IWAR2, and we all know how atrocious that would be in the FS Universe.

So, with "fun" in mind:

- Beams nudging ships = good
- Beams knocking ships around = bad.
- Time and effort to get good-looking animation effects along beams is very worth-while. Think energy pulses, Inferno-like chaotic energy streams, etc. *glances in Lightspeed's direction* :p

Some other cool effects would be:
- Beam impacts increase the self-illumination of that area to 100% instantly, with a fading effect over time and distance. Think "super-heated hull", glowing and all.
- Smoother integration of muzzle glows and beams (like Kal said)
- HTL glows along beams
- Particle spew both along the beam length (transmission leakage) as well as at the impact point (sparks flying)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Nico on March 06, 2004, 07:36:36 am
Quote
Originally posted by Sandwich
Ok, lemme sum up for you all. The effects the SCP is adding are for the Cool factor, NOT the realism factor. Otherwise we'd end up with IWAR2, and we all know how atrocious that would be in the FS Universe.


heh? That would be cool, if you ask me :p
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 06, 2004, 09:23:10 am
Glances around:

What have you done to my thread?

*cries* :)

On a sidenote, i may be able to cook up something new today ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: ChronoReverse on March 06, 2004, 12:01:15 pm
Hey, if you're going to be doing that, would you mind running your stuff through a debug build and fixing some stuff up ;)


Just asking... hehe.  Anyways, look forward to anything new from you.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 06, 2004, 06:09:11 pm
And I get no credit for bringing along the beam idea? I guess not. Anyway, as you can see in the Freespace 2 intro movie, you can easily see the Orion get its hull get whipped, as well as getting nudged and pushed a tad. That is what I am going for peeps.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Woolie Wool on March 08, 2004, 01:07:47 pm
Quote
Originally posted by Kalfireth
Uh, so yeah... this at least shows part of what I mean. The pure circular glows at the source of the beam look rather wrong if you ask me. They should look like they're shunting power at the target in a beam like fashion...

There are other changes, but it's a thought.


I've wanted conical glows for ****ing ages!:eek:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 08, 2004, 06:51:37 pm
I love the weapon effects BTW. Although, the Lamprey seems a little over-done.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 09, 2004, 06:29:17 am
Its a bug with the hT&L laser rendering code. Not my fault :)

The code renders the shots oversized.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: aldo_14 on March 09, 2004, 07:04:46 am
Quote
Originally posted by Sandwich
Ok, lemme sum up for you all. The effects the SCP is adding are for the Cool factor, NOT the realism factor. Otherwise we'd end up with IWAR2, and we all know how atrocious


:nod:

zigackly.  I want to see more and more insanely brightly coloured lasers and planet-sized explosions!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 09, 2004, 11:26:16 am
:D :D :D I personally like the big stuff...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: kasperl on March 09, 2004, 12:40:24 pm
LS, did you change any of the actual stats of the weapons?

(refire rate, damage, energy cost)?

i'm asking cause if you didn't, it might be an idea to ask Kazan to validate your tables as well.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 09, 2004, 12:44:58 pm
I'm afraid yes, as this is a general SCP-ization of the weapons.

So i'm using ballistic primaries, $FOF, $shot, and lots of other stuff that wasn't possible with the original game.

When I have the weapons done I might make a multiplayer version of them, using the FS2 standard values (no $FOF, etc) but with the new effects - that one could then be validated.

But till then, wait for the SCP to fix the HT&L laser code, and for me to finish this (I need more time, meh).
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: kasperl on March 09, 2004, 12:57:51 pm
you can spend your time making new beams instead of waiting for the coders to  fix that bug, i hope......
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on March 09, 2004, 03:32:37 pm
Quote
Originally posted by kasperl
you can spend your time making new beams instead of waiting for the coders to  fix that bug, i hope......

Yeah!

*beats lightspeed with a stick*
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on March 10, 2004, 03:30:30 am
Guys, stop spamming. Lets keep this thread neat :nod:

Edit: Fine, I'll neaten it myself.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 10, 2004, 03:49:18 am
What has been said has been said, and as a result I guess we usually go off topic. If anyone has anything to contribute to the beam weapons upgrade or any exhisting weapon enhancements, then speak up.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Setekh on March 11, 2004, 06:01:32 am
Quote
Originally posted by Sandwich
Ok, lemme sum up for you all. The effects the SCP is adding are for the Cool factor, NOT the realism factor. Otherwise we'd end up with IWAR2, and we all know how atrocious that would be in the FS Universe.

So, with "fun" in mind:

- Beams nudging ships = good
- Beams knocking ships around = bad.
- Time and effort to get good-looking animation effects along beams is very worth-while. Think energy pulses, Inferno-like chaotic energy streams, etc. *glances in Lightspeed's direction* :p

Some other cool effects would be:
- Beam impacts increase the self-illumination of that area to 100% instantly, with a fading effect over time and distance. Think "super-heated hull", glowing and all.
- Smoother integration of muzzle glows and beams (like Kal said)
- HTL glows along beams
- Particle spew both along the beam length (transmission leakage) as well as at the impact point (sparks flying)


"In a nutshell, yes. That's an excellent summary."
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 11, 2004, 07:17:45 am
Then we should jump on it. The question is: when? :wtf:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Starks on March 26, 2004, 07:58:52 pm
Is this dead?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 26, 2004, 08:04:25 pm
Nope. Actually, i'm just inches away from a major release.

All that's left to do to complete primaries is:

- updating some graphics in it
- a few impact effects (although 90% of those are done)
- 2 new weapons
- table cleaning

I simply haven't released anything lately - wanted to go for a big release :D

I've got about 70% of it done :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 26, 2004, 10:32:35 pm
The topic was dead, but the project isnt...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 27, 2004, 08:41:16 am
Quote
Originally posted by .::Tin Can::.
The topic was dead, but the project isnt...


You're a genious.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 27, 2004, 09:24:03 am
hmm... sarcasm rules here... :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Sandwich on March 27, 2004, 11:37:53 am
Quote
Originally posted by Zarax
hmm... sarcasm rules here... :)


No! Y'think?! Gee! ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 27, 2004, 11:41:59 am
:lol:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 27, 2004, 01:40:24 pm
Quote
Originally posted by Lightspeed


You're a genious.


Jeeze Lightspeed, I didn't know it took THAT many brain cells for you to figure that out...

And besides, its a shame you can't spell...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 27, 2004, 02:07:50 pm
Quote
Originally posted by .::Tin Can::.

And besides, its a shame you can't spell...


Says someone (with english as a native language) who managed to get 4 spelling mistakes into just ONE line of text. :D
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 27, 2004, 02:18:08 pm
All made in the US of A. But even I can spell genius.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 27, 2004, 02:21:22 pm
Hey, you two walking brains, are you aware this is getting to childish level?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 27, 2004, 02:25:41 pm
Maybe... :nervous:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: StratComm on March 27, 2004, 02:39:58 pm
Go spam somewhere else.  I want to see pretty weapon effects here :p
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 27, 2004, 03:02:42 pm
Talk to lightspeed. But I must say: he started it! *points fingers like a 5 year old*
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 27, 2004, 03:26:19 pm
Oh, well...
Go arguing someplace else, this is (was?) a too nice place for it...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 27, 2004, 07:03:37 pm
Meh, nobody allows me to have some fun ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 27, 2004, 08:40:11 pm
I think you just dont like me Lightspeed... :rolleyes:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on March 27, 2004, 08:54:40 pm
I wonder why... :doubt:  Anyway, back on topic.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on March 27, 2004, 09:20:07 pm
Agreed, stop the spam or I remove your posting privlages.

And you know what? I'd enjoy it....
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Taristin on March 27, 2004, 09:23:57 pm
Heh, it does sound like fun...

Anyway. LS? Planning on re-doing the shield hit effect? It's hideous. :ick:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Carl on March 27, 2004, 11:13:51 pm
the original one? what's your problem? it's beautiful. ever looked at it in Aniview?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Ransom on March 28, 2004, 12:12:45 am
I think how it looks in the game itself is more important. Although personally I don't see the need to re-do it, looks good as it is.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 28, 2004, 04:43:48 am
It would be nice if the laser glows showed more of their texture...
I made (well, paintshop :p) a really nice texture for a shivan heavy laser, but ingame there is no visible difference between it and the standard glow...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Carl on March 28, 2004, 05:03:31 am
really? post it here.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 28, 2004, 05:05:54 am
I don't think i can post attachments...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: kasperl on March 28, 2004, 05:43:42 am
nope, only mods can.

if it's under 2MB email it to [email protected]
remove  the NOSPAM, off course.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 28, 2004, 06:23:59 am
Quote
Originally posted by Raa Tor'h
Anyway. LS? Planning on re-doing the shield hit effect? It's hideous. :ick:


I wont. Bob has something planned for a completely different way of handling shield hits, so i'm gonna wait for that bit of SCP magic :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: kasperl on March 28, 2004, 06:43:40 am
Quote
Originally posted by Zarax
I don't think i can post attachments...



THIS HAS BEEN MADE BY ZARAX
(http://nodewar.penguinbomb.com/aotd/kasperl/LaserGlowsh.gif)
(http://nodewar.penguinbomb.com/aotd/kasperl/LaserGlowzx.gif)
THIS HAS BEEN DONE BY ZARAX

http://nodewar.penguinbomb.com/aotd/kasperl/LaserGlowsh.zip this contains both PCX files.

edit: bloody case sensitive server.....
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 28, 2004, 07:23:10 am
Err... the first one should be a Shivan glow (WIP), while the second one is a ballistic mass driver weapon... Which worked pretty well, maybe because it is less detailed...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Carl on March 28, 2004, 08:26:51 am
wait...you used these for laser glows? are you sure we're talking about the same thing? they look more like textures than effects. post a screenshot of the laser in-game.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 28, 2004, 08:30:40 am
I will have to send them to kasperl...
Yes, they are glows... I wanted to try adding more detail to them so they won't look like blobs, but i only have half succeeded in that...
The second one looks pretty solid and like a real cannon shell with the glow set to 000 in the tables and the right shape...
The first however is not discernible from a standard glow ingame...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Carl on March 28, 2004, 08:40:24 am
well, you see, i didn't think you'd use them for laser glows, as all of the effects in FS2 use addition blending, which means that all the light behind it will show through. since they are just pulses of light, they should look like blobs. they're not solid objects. this is why they would make more sense as textures than glows.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: kasperl on March 28, 2004, 08:53:14 am
send it.

also, some date thingy is really, really off.

anyway, i'd like to see some screenies. just keep em at 640*480.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 28, 2004, 09:23:18 am
Sent them...
Where are you experiencing this date problem exactly?
Here everything is ok...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 28, 2004, 09:30:36 am
Quote
Originally posted by Carl
since they are just pulses of light, they should look like blobs. they're not solid objects. this is why they would make more sense as textures than glows.


That's quite right, but since i have absolutely no modeling skills i'm trying to use the glows since they have some degree of deformation, allowing some extra shapes...
Sure, they are no match for better stuff like lightspeed's or yours, but since i have no effect artist or modeler for my campaign i'll use what i can get...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: kasperl on March 28, 2004, 10:07:04 am
THIS IS DONE BY ZARAX
(http://nodewar.penguinbomb.com/aotd/kasperl/Zarax/screen00.jpg)
(http://nodewar.penguinbomb.com/aotd/kasperl/Zarax/screen03.jpg)
THIS IS ZARAX' WORK
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: RandomTiger on March 28, 2004, 10:08:38 am
Cool, zarax made the broken picture link icon!
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: kasperl on March 28, 2004, 10:09:46 am
Quote
Originally posted by RandomTiger
Cool, zarax made the broken picture link icon!


you know, you could look at the post time and give me some time to edit it, mmkay?

and yeah, i really should stop making typo's in URL's

edit: BTW Zarax, the time issue is fixed, somehow....
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 28, 2004, 10:30:19 am
Quote
Originally posted by RandomTiger
Cool, zarax made the broken picture link icon!


:lol: :lol: :lol:
The real is work is not much better than it...
But you gave me an idea for a new weapon:
"The broken Link generator:
This is a shivan weapon only recently seen by SOC units.
Apparently it shreds down even the largest targets by breaking the molecular links of any surface, effectlively bringing the effect of a concentrated anti matter charge over a large area. All GTVA capital ships should consider this weapon over Class A threath."
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: jdjtcagle on March 28, 2004, 10:32:15 am
Hmmmm...
You could go nobel prize with that.;7
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 28, 2004, 10:32:32 am
BTW, as you can see, while the first glow works pretty well, the second one has no extra detail...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: kasperl on March 28, 2004, 10:35:37 am
well, making it a large missile in the shape of a red X, and making it do massive damage would be cool. Great for DEMII, if it ever get;s made....
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 28, 2004, 11:05:06 am
maybe... In the meantime, any suggestion about getting some more detail into the glow textures?
If yes i might be able to get a weapon glow pack ready to be shipped bundled with Duke Nukem Forever...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Carl on March 29, 2004, 12:03:09 am
Quote
Originally posted by Zarax
BTW, as you can see, while the first glow works pretty well, the second one has no extra detail...


uh...yeah it does. it looks just like the image you posted, but sinse it's small and far away, you won't see as much detail, just like anything that's small and far away in real life. take a screenshot of it really close to your ship. turn down the speed of the weapon if you need to.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 29, 2004, 03:59:23 am
Distance doesn't really matter... even in the closest shots possible you won't see anything else...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Carl on March 29, 2004, 11:05:17 am
are you using the high-res registry hack?

are both laser color 1 and laser color 2 set to 0, 0, 0?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 29, 2004, 01:12:55 pm
No, i'm not using the hack...
The colors are set to a very low glow, around 10-15...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Carl on March 29, 2004, 02:54:20 pm
it might be a good idea to use the hack, and set the glows to zero.

what's that thing supposed to be, anyway?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 29, 2004, 03:27:28 pm
The shivan one?
An high energy fighter pulse weapon...
I'm (very slowly) making a campaign which will use some Inferno style stuff...
About the hack... I'm one of the unlucky owners of a TNT2 card, and as result i can't use HTL...
I can barely play in software mode, using high res stuff would simply kill the already low frame rate...
BTW... after seeing your really cool impact effects i have a suggestion... ever thought about some Shivanized flak?
I mean, using an energy explosion rather than the standard one would make some extra characterization...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 29, 2004, 04:19:10 pm
Patience, human ;)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 29, 2004, 04:20:43 pm
You know Lightspeed, we can live only so many years...
Maybe we will be lucky enough to see DN:F...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: jdjtcagle on March 29, 2004, 04:25:11 pm
I don't see anything wrong with Lightspeed's timing on his projects, were lucky to have someone like him, if thats what you were saying??
DN:F...??
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 29, 2004, 04:27:11 pm
I was only making a bit of irony, you know...
LS is free to take as much time as he wants...
DN:F = Duke Nukem: Forever (where forever is the supposed development time)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: jdjtcagle on March 29, 2004, 04:37:53 pm
OIC:p
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Drew on March 29, 2004, 04:44:55 pm
its been what 10 years?
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 29, 2004, 04:46:00 pm
shivans..... have a lot more time on their hands.... *sinister laugh* :lol:
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 30, 2004, 02:28:34 am
Quote
Originally posted by Drew
its been what 10 years?


Maybe not 10 years, but around  7-8...
It definitely bested even Daikatana (who remembers that one?)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: .::Tin Can::. on March 30, 2004, 11:39:26 am
Well I'm not going to give them the satisfaction of me buying because they took so long. :p
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on March 30, 2004, 12:31:05 pm
Guys, stop the spam or I'll lock this till LightSpeed PMs me to let me know his next release is ready for announcement.
 
Thanks :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Zarax on March 30, 2004, 01:06:59 pm
I bow to your wishes, oh mighty moderator...
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: StratComm on March 30, 2004, 01:50:36 pm
That's still spam.  It might be best if this is locked until LS gets ready with another batch of effects.  By the way, the spam:content ratio has gone WAY up of late, lets not make that a trend.
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Lightspeed on March 30, 2004, 02:42:23 pm
Quote
Originally posted by Kalfireth
Guys, stop the spam or I'll lock this till LightSpeed PMs me to let me know his next release is ready for announcement.
 
Thanks :)


no prob - you can lock this one if you want. For my next release i'm gonna need a whole new thread anyway :)
Title: Weapon Effects - Yet another bunch of 32bit eye candies
Post by: Fineus on March 30, 2004, 03:04:09 pm
Rightyo - no problem. The offer stands to unlock it if you need to post here again for whatever.

I look forward to the next release ;)