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
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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
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Just change the tbl and give the weapon you wanna take screens of a very low speed ;)
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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
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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.:)
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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.
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they do still do that cool color change thing, right?
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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.
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but I thought RandomTiger's launcher 3.1 was the latest
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but anyways I see know, will you have to have a weapons table when your done?
Great Effects!!
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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:
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.
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 :)
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 :)
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 :)
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(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 :)
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Where do you unzip them to?
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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:
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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.
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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:)
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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
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(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 :)
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why don't you use alt pause to get the screens
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cause i didnt know it existed. Screenshots updated.
Still, screenshots don't look quite right for the akheton, it only really works animated :)
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The Mekhu looks like the Kayser in that shot.
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Originally posted by Lightspeed
it only really works animated :)
holy ****, animated?
*downloads*
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cool :)
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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
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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?
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well it does make a little sence that the tarrens and vasudans would both be useing the same weapons, but the shivans...
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The Ancients missile from Inferno might make a good Vasudan missile when retextured.
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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:
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"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
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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.
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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
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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.
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you could simply have the subach brighter
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I dont think that would be a bright idea :)
I prefer altering the hue, creates more... variety ;)
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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.
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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 :)
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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
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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.
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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.
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That's just the mission designer's fault for not using Unknown megabomb and Unknown bomb.
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Yeah they are using hornets, harpoons, terran bombs....
Shivans = teh suck in campaign scripting.
But who said I cannot.... rework it a little? ;)
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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. :)
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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. -
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the awesome new $FOF tag?
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yes, the awesome new $FOF tag :p :)
psst... it means "Field of Fire"
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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.
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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.
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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.
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cool
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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.
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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!
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Which folder do you put the files in?
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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 :)
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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?
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Better :)
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Always remember, without feedback I cannot improve my work :)
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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.
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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:
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The flail will even be more inaccurate making it crappy at long range distances :)
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The big question is, how does the AI react to the crappy aim? ;7
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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.
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Well, then I'm sold. Where do I sign up?
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Ask around at your local Sathanas Juggernaught ;)
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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:
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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)
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Now that is cool looking.
Too bad I'm waiting for the final zip... :p
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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.
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Why not release seperate packs?
Primary's
Missiles
Capship weapons
etc
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I'd like the prom to be more of a blue green than a yellow green, and a hotter center
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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...
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The glow is always in front of the actual shot.
It's been like that since FS1, and I actually like it :)
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Let me just say that these are sweeter than a chocolate covered sugar bomb!
Originally posted by Lightspeed
cap ship weapons
Don't touch the beams! The beams are just this side of perfect!
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I actually like the look of the Prom R more than of the Prom S, but anyway... ;) Excellent work.
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I didn't even know fs1 HAD glows. :D
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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
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(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 :)
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There not brand new...
FOF, Shot, and something else...
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I didnt use $shot :)
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fof, balistic, and... animated bitmaps?
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Originally posted by Solatar
I didn't even know fs1 HAD glows. :D
It doesn't.
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D...d...does the maxim dissipate? :jaw:
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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.?
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That would be pretty pointless, no?
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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 :)
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ok, the maxim is so far the coolest
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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:
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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
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No idea why you cant see the maxim. :confused:
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laser bitmaps DON"T suport animation?
they should, are you sure?
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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.
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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)
:)
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Would be better without the rings... :yes:
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they look neat in-game, as they are VERY short-lived.
Maybe i'll change them later on, though.
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I like what you've done with the Kayser. Immensely better than the formless white streak we had before. :)
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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
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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 ;)
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Are you going to be doing this stuff to the Shivans and turret lasers as well? :)
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lightspeed m8, give those rings ont the kayser more body. Not just a standard ring.... can you simulate an ion trail of sorts?
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the rings should be more pariticulate, and the bolt should be brighter
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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)
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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 :)
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
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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....
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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.
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Duuuuuude
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HOLY FLIPPING FINNS BATMAN! THIS PROJECT IS UBER-SPIFFY!
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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 :)
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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.
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(http://www.penguinbomb.com/lightspeed/Kayser2.jpg)
How's this? :)
Is this what you wanted?
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That circle is still looking weird. Remove it and you will have a very good Kayser effect. :yes:
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No, we want the rings away :p
Plus it probably looks very wrong, seen from a side, with the rings still facing the camera...
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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?
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No, it's just I was replying to Lightspeed, not you, sorry :p
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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
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For bombs, we would need higher poly models, just to see some cool lighting effects on them.
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That's 'cause you need glasses dg. I can see the missiles fine.
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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.
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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.
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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?
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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.
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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
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Back on topic :p
I've had another idea instead of the rings. I'll update it once again :)
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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
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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™.
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Okay this was my idea:
(http://www.penguinbomb.com/lightspeed/Kayser3.jpg)
How about it?
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Ooooooh! :D
Simple, but very cool at the same time. I like! :D
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
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I'll wait for Venom to reply. If he likes it then it has to be really good :p
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Lol. Turn it to a bluish green and you have something that I want.
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Originally posted by Lightspeed
(http://www.penguinbomb.com/lightspeed/Kayser3.jpg)
that is a bluish green. :wtf:
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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)
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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.
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They can still be usefull if external weapon mounts ever get implemented - or just their tips showing in the launcher.
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make the new particles shorter livers (shorter ani) and start out white, and end with a much lower color saturation
and more variance
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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:
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Originally posted by Atalhlla
*snip*
~Atal
*smacks Atalhlla for no good reason*
:p
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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?..
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By the sounds of it you're heading steadily towards the EMD Gun from Descent 3...
...no bad thing ;)
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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
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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:
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Originally posted by Lightspeed
Okay this was my idea:
(http://www.penguinbomb.com/lightspeed/Kayser3.jpg)
How about it?
i wub it. gimme more.
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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)
:)
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HOLY ****ING FERTILE CATFISH!
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Now that looks seriously cool, apart from the oversized glows!
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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 ;)
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I love it! :D
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these all go in the effects folder right? save the tables of course?
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yep.
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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]
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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 :-/
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still getting the same thing :( your builds and comm lines?
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There, that should fix it :doubt:
-edit: checked and seems to be working. Download it again :)
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still no worky :(
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be sure to replace the .tbl
there's no reason for it not to work now anymore.
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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.
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:
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that is, because i have taken them down (the previous kayser ones) :rolleyes:
thanks for the highlight btw :)
@sheep: does it work now?
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Originally posted by Lightspeed
thanks for the highlight btw :)
Errr, I did the highlight and forgot to say so. You're welcome. ;)
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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.
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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 :)
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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:
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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.
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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? ;)
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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 :)
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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 ;).
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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.
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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)
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fx5200 SUCKS!
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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.
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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.
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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.
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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.
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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:
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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!
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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) :)
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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.
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Just for bombs, anti-fighter missiles are fine like they are.
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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.
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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:
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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:
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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
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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? ;)
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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
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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
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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)
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cob2fs2 SUPPORT smoothing, it supported it even when pcs didn't
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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.
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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
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Isn't that the usual state of Windows anyway?
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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)
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Atoll is sexy. :D
-
Originally posted by KARMA
cob2fs2 SUPPORT smoothing, it supported it even when pcs didn't
Really? :eek2:
How is it enabled?
-
just smooth the object before converting
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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.
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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... ;)
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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.
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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... ;)
-
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)
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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.
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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.
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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? ;)
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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 ;)
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...Hm... I don't remember there being a weapon limit... but there may be a table size limit, also...
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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.
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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 ?
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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.
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:D kewl, thanx
and great work again :D
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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 :)
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Well?! Back to work!
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[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.
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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
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I should have said this earlier: You are doing fantastic work Lightspeed! :nod: :yes:
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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*
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Wee. Lucky guess, I think. ;)
Well, keep it up! I can't wait to try it all out. :D
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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...
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(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)
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:eek2: :eek2: :shaking: :eek: :eek:
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stih!
-
BaAsDs!!!:eek:
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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.
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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.
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*changes pants*
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why don't you switch the laprey with the circe, as that looks realy good, but the lamp doesn't get used as oftine
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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 :)
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Holy living ****! That's amazing!:eek:
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:eek: :yes:
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I am using the ships.tbl provided in the zip. I still can’t use the Maxim.
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Hmm... Do any other ballistic primaries work for you?
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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.
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Report that to Mantis. It's not a problem caused specifically by my effects then :)
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i think you should get to work on these a bit more lighty :D
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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. :)
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they work, the just have kind of a flaky syntax
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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?;)
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(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)
:)
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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. ;)
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Ooh. I know who's making lasers for TVWP... :D
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Man...I cannot wait till you get started on beams! Great work, really great work. :)
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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)
:)
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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.
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yeah i've been trying to make it more solid, but i'll have to try more :)
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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).
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What he said, looks nice anyway though.
BTW, nice avatar Kal, but why didn't you use Kanti?
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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.
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for the time being would you post your FX with and without missles. keep the 1 line and the new 2 line of FX
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*Looks at Kal*
Why Mamimi?
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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 :)
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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!
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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:
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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.
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Out of curiosity is there any way to give the missiles a similar engine trail like the ones we currently have for the ships?
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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.
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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.
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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
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Christ, now that is what a terran ship turret should look like. None of this green candy ball rubbish...
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Inspired by Starlancer's carrier plasma guns. :)
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How's this?
edit: image removed, look at the latest release post :)
better?
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WOW!!!! much better!!!!
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Aree those the high poly Hornets?
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try useing one of the low resolution explosion immages, rather than particle_explod01 (or what ever it was called), simply becase there longer
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why does it seem like all those particles will slow down a 3ghz machine?
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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:
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.
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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)
:)
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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:
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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).
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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)
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ohhh, thats what you meant :D
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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.
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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.
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Thats... weird ~ I'll have a look at it.
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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?
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make use you are useing the corect comandline flags, sounds like you forgot -jpgtga (you know I think this should be on by default)
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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?
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Do you have the SCP launcher?
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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
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Originally posted by LLivingLarge
Do you have the SCP launcher?
Yup I have the SCP Launcher
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well that's even easier, just select the little tick boxes
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Originally posted by ivanenski
Yup I have the SCP Launcher
Version 3.3?
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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
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: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.
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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.
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make sure you are useing the most up to date exe and that the launcher is useing it
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Hopefully he's not using the standard FS2...
Edit: Ok, I didn't read the original post well enough. Ignor this one.
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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).
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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:
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I'll add a bit of length to them.
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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 ;)
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Woah... the inclusion of a non-particle trail did the trick. Looks awesome!
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Wow, that was a fast reply.
Double Thanks to you, sir. :)
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ahh yes much better
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That did the trick.
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WOW!
no use wasting words - pics speak for themselves.
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Although the drift between lines looks a little odd in the pics, I'm willing to bet it looks awesome ingame.
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YES, that's exactly what it needed. Into the highlights with you. :yes:
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Originally posted by Setekh
YES, that's exactly what it needed. Into the highlights with you. :yes:
Thanks! I feel so enlightened ;)
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*drool*
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wow!,very nice
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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
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We're not worthy!!!!!1111111111
:eek: :eek: :thepimp:
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Those blasts look awefully high-energy for a weapon as weak as the Subach, although the effect is cool.
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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 :)
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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 =/
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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.
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Whoa... now that... ummm, whoa... :blah:
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Originally posted by Setekh
Whoa... now that... ummm, whoa... :blah:
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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.
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(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 ;)
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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 ;))
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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
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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.
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I think it's better if it trails behind, the effect is energy dispersed, not something the ship is doing.
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DO THE SHIVAN SUPER LASER!
(Did any ship use this weapon?)
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:eek2:
good fucking lord..... thats sweet
sry admins.
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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.
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Is that the weapon the Lucifer used to ravage Vasuda Prime?
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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.
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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
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Excellent. I've been trying these out, they really add to the feel of the game. Nice. :)
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...hubba...hubba...hubba...
I've been away FAR too long...
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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.
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so what's neeext????
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Originally posted by Lightspeed
The next release will contain 3 shivan surprises ;)
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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?
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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. ;)
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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
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run it through a debug build, if there are any table errors that'll probly find most of them
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Not neccessary, i found the bug and eliminated it. Will be fixed in the next release :)
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You might be interested to know then that the Artemis (and not the Artemis D.H.) suffers the same problem.
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Thats odd... i'll check (how stupid can I be?) :D
Thanks for testing and finding the bugs ;)
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That reminds me. You forgot to give the maxim a rearm rate.
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Whee :)
*fixes lots of bugs*
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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.
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Check for the “Ballistic Primaries” flag on the ship. I noticed that some of the ships are missing it.
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I already noticed that. It's fixed (i also forgot on the Erinyes) :)
Amazing how one person can mess up tables, huh? :D
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are these bugs from after running through a debug build
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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.
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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.
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:rolleyes: then I'm too lazy to fix your bug
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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.
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Hold on, this is not a table bug? O_o
Curses, I may be forced to run a debug build after all
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it is not a table bug. You will also have this problem with the standard tables.
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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?
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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.
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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
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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.
:)
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Nifty, one question though, is this going to break campaigns?
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Considering it has new tables it won't work with anything which has edited the tables too.
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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.
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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
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Yeah, agreed. They shouldn't be using hornets and harpoons, give them these shiny new weaps. :nod:
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Gonna update that once i've finished some lasers to go with.
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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)
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They are mighty pretty. Yes they are!
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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:
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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:
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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 :)
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Originally posted by Lightspeed
President of which country?
Sol, duh!
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I don't want Sol. I have made an arrangement with Bosch on this one. :D
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VERY nice... Very nice indeed!
Aaaaand off this goes into my Freespace folder. :D
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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.
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first off:
:welcome:
second, please use real english. aolspeak is hard to read.
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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.
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100 pts to stratcomm.
you need -jpgtga for them to work properly, as well as an up-to-date 32-bit compatible SCP build.
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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.
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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.
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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.
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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.
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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.
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Don't spell Karajorma wrong either: he takes it as an insult more so than mentioning FS3.
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Mmmmm turrents.... ;)
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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.
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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
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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...
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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.
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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)
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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.
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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.
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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
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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.
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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...
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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!
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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.
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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. :)
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It's probably a Shivan Kayser... :doubt:
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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
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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*
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I've thought of that, too :)
So... any idea what the special thingy is about? anyone? :D
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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. :)
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Cool, reminds me about my shivan flak attempts...
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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.
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Looks more like the Bug "but" plasma AAA from "Starship Troopers".
Later!
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exept that was blue
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I love it. *loads Vapulas on all his fighters* Oh, and welcome to HLP, GeistKrieger! :)
:welcome:
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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.
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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.
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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?
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Looks like a "file not found". No idea what's missing on your install though :)
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Lightspeed, would you mind if i ask you to make a few weapon effects for a work of mine?
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run a debug build, if anything is wrong it will catch it
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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 :)
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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...
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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?
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Hey TC, if you wanna some work Rise of GCA can use some help...
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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.
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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
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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.
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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.
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Alouqua. Nice. :):yes: Is it Shivan?
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well, i'd assume so, since in one of those screenies, it's on a nahema.. ;)
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In the other screenie, it's on an Erinyes... :D But yeah, I see your point. Just asking. :)
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Alouqua AND Hornets in the same picture. Nice :D
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Originally posted by Lightspeed
(http://www.penguinbomb.com/lightspeed/Alouqua2.jpg)
Wow, downloading now.
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I must say that this new laser, well I love it.
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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.
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you might have to create a new pilot.
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What can I say (speechless), I 'll let my sig do the talking...
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the 1_30 d build *****es about a lot of table errors?
bad yes/no?
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yes bad, you will want to fix those. even if the relese build says nothing
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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 ;)
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So then absolute latest weapon effects are: (And I mean with everything in them, like from start to just now)
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Why can't anyone read the first post? - Anyway:
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
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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...
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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
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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.
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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...
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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.
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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.
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When you're done with all these new effects Lightspeed, we really need to make a new VP called LightspeedFX.vp
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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?
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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.
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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!!!!
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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...
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Which means...:wtf:
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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?
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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.
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Why do we need 3d beams? What great improvements will this give us?
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LOWER FrAMERATES!!!11!1!oneoneone
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*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.
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uh, yeah, they can...
the drain from 3d beams would be neglegable, but it would be pointless and look not as good
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In that case, there really isn't any reason for a 3D beam XD
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*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:
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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
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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
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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 ;)
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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 )
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So then the verdict on a 3D beam or a more 3D-looking beam would be:
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maybe? zako
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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
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Actually, zako, your supposed to be too busy to make that kind of observation. zako
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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.
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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.
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show me a pic of the 'strait line' problem.
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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 ).
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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
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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. ;)
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well, I just pointed out tech facts. I like the beams as they ar now as well.
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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:
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:
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...
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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.
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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.
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well that's just a art problem
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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
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I remember one of the very first SCP releases, where the beams were jagged... Effects like that one would be something fresh and new...
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beams have been able to have there textures move twards there target for years
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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.
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Inferno has some good beam graphics...
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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.
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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
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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.
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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.
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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
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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?)
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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?
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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...
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I would just like to see more "umph" in the beams, with a realistic firing-of and impact-of effects.
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Just increase the mass factors in the tables and the beams will move even capships...
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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.
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Check Karajorma's FAQ about tables and flags, it really helps.
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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
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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.
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BTW, real life ion "beams" (yes, they exist, but are far from being a weapon) are ionized superheated plasma particles...
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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? :)
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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
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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
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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.
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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....
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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.
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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...
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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:
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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.....
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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.
@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.
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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
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.....
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....
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)
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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.
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.
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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.
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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...
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*cough intro cutscene cough*
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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. :)
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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)
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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
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Glances around:
What have you done to my thread?
*cries* :)
On a sidenote, i may be able to cook up something new today ;)
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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.
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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.
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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:
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I love the weapon effects BTW. Although, the Lamprey seems a little over-done.
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Its a bug with the hT&L laser rendering code. Not my fault :)
The code renders the shots oversized.
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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!
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:D :D :D I personally like the big stuff...
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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.
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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).
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you can spend your time making new beams instead of waiting for the coders to fix that bug, i hope......
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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*
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Guys, stop spamming. Lets keep this thread neat :nod:
Edit: Fine, I'll neaten it myself.
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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.
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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."
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Then we should jump on it. The question is: when? :wtf:
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Is this dead?
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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 :)
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The topic was dead, but the project isnt...
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Originally posted by .::Tin Can::.
The topic was dead, but the project isnt...
You're a genious.
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hmm... sarcasm rules here... :)
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Originally posted by Zarax
hmm... sarcasm rules here... :)
No! Y'think?! Gee! ;)
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:lol:
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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...
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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
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All made in the US of A. But even I can spell genius.
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Hey, you two walking brains, are you aware this is getting to childish level?
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Maybe... :nervous:
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Go spam somewhere else. I want to see pretty weapon effects here :p
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Talk to lightspeed. But I must say: he started it! *points fingers like a 5 year old*
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Oh, well...
Go arguing someplace else, this is (was?) a too nice place for it...
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Meh, nobody allows me to have some fun ;)
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I think you just dont like me Lightspeed... :rolleyes:
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I wonder why... :doubt: Anyway, back on topic.
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Agreed, stop the spam or I remove your posting privlages.
And you know what? I'd enjoy it....
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Heh, it does sound like fun...
Anyway. LS? Planning on re-doing the shield hit effect? It's hideous. :ick:
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the original one? what's your problem? it's beautiful. ever looked at it in Aniview?
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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.
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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...
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really? post it here.
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I don't think i can post attachments...
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nope, only mods can.
if it's under 2MB email it to [email protected]
remove the NOSPAM, off course.
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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 :)
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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.....
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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...
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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.
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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...
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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.
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send it.
also, some date thingy is really, really off.
anyway, i'd like to see some screenies. just keep em at 640*480.
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Sent them...
Where are you experiencing this date problem exactly?
Here everything is ok...
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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...
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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
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Cool, zarax made the broken picture link icon!
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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....
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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."
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Hmmmm...
You could go nobel prize with that.;7
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BTW, as you can see, while the first glow works pretty well, the second one has no extra detail...
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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....
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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...
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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.
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Distance doesn't really matter... even in the closest shots possible you won't see anything else...
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are you using the high-res registry hack?
are both laser color 1 and laser color 2 set to 0, 0, 0?
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No, i'm not using the hack...
The colors are set to a very low glow, around 10-15...
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it might be a good idea to use the hack, and set the glows to zero.
what's that thing supposed to be, anyway?
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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...
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Patience, human ;)
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You know Lightspeed, we can live only so many years...
Maybe we will be lucky enough to see DN:F...
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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...??
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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)
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OIC:p
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its been what 10 years?
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shivans..... have a lot more time on their hands.... *sinister laugh* :lol:
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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?)
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Well I'm not going to give them the satisfaction of me buying because they took so long. :p
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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 :)
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I bow to your wishes, oh mighty moderator...
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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.
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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 :)
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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 ;)