Hard Light Productions Forums
Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Mars on December 31, 2006, 09:59:18 pm
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So I was sick of firing little yellow blobs, so I got bored and wrote a small modular table and tinkered for about a half hour with it. I replaced the default FS1 effects with effects from the mediavps. If you use the mediavps along with the port and hate little colored blobs, this should help with that, it ain't much, but what the hell.
Hades Combine submission (http://www.hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=253)
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I was waiting for this!
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Ahhh, yes, another file for Hades Combine's archives.
I'm not sure what you mean by "little yellow blobs." Are you talking about the Avenger or something?
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I'm not sure what you mean by "little yellow blobs." Are you talking about the Avenger or something?
Yuppers
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I dunno, I kind of liked the Avenger look. :nervous:
What else does this change?
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Other than how lasers look, nothin, they do the same damage and have the same qualities.
The Prometheus looks like the Prometheus R, the ML-16 looks like an HL-7 only blue, the Banshee looks... like a Banshee, the S-Breaker looks like the Circe, and the Leech looks like the Lamprey, and the disruptors look kinda Athekton SDGish, but not.
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I'm not sure I like the idea of changing the FS1 weapons to look like FS2 ones. I'd much rather adding things like particle trails, more diverse impact explosions and stuff like that. I too altered my tables to borrow these from the Media VPs, but I didn't use a modular table unfortunately. I extracted and edited.
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Hmm, I think i do like these changes to the weapons, although I didn't think I would. Although it really changes the feel of the port, it does make it more consistent to FS2. Although I think you should make the HL-16 white instead of blue, so it looks more distinct from the subach.
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I'm not sure I like the idea of changing the FS1 weapons to look like FS2 ones. I'd much rather adding things like particle trails, more diverse impact explosions and stuff like that. I too altered my tables to borrow these from the Media VPs, but I didn't use a modular table unfortunately. I extracted and edited.
Honestly conversion from full to modular tables isn't very hard, you might be able to do that if the changes weren't too far reaching
Hmm, I think i do like these changes to the weapons, although I didn't think I would. Although it really changes the feel of the port, it does make it more consistent to FS2. Although I think you should make the HL-16 white instead of blue, so it looks more distinct from the subach.
I'll try it and see
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Updated download in Hades Combine
Hades Combine submission for all you people who don't want to scroll up (http://www.hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=253)
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I'm not sure I like the idea of changing the FS1 weapons to look like FS2 ones. I'd much rather adding things like particle trails, more diverse impact explosions and stuff like that. I too altered my tables to borrow these from the Media VPs, but I didn't use a modular table unfortunately. I extracted and edited.
I'll take that if you'll PM it to me. :D
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Or you could put it on Hades Combine
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yeah, the white ones definately look cool.
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Yeah, thanks for the suggestion :D
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seriously you should get port 3.1 to use this. Also it would be cool if standalone mods based during or before the great war (INFA) could use these effects too :D
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The response seems mixed... some people don't seem to like this much.
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the prometheus effect is very good, but the ML-16, Avenger ones.... and i didt see the Bashee and disruptor yet...
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The Prometheus is the only direct ripoff
I only spent about a half hour doing this, so I wouldn't expect the effects to be all that good, just better than the originals, if you'd like to change around the effects yourself, it's not too hard, have a look at my table and then run with it.
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They're better, or they look more like FS2 as far as not being huge gigantic blobs, but they still keep the color and spirit of the FS1 weapons. I'm a fan.
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Thank you. :nod:
I'm still tweaking it on and off, and IMO my current one is better, I'll update the old one soon so people can tell me what direction it went in (in terms of up and down), and we'll see.
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Thank you. :nod:
I'm still tweaking it on and off, and IMO my current one is better, I'll update the old one soon so people can tell me what direction it went in (in terms of up and down), and we'll see.
What ! I want !
Personally, I'm not that much of a traditionalist, I want FS1 and 2 with all the new nebulas in the missions and all the best effects, since the port doesn't retain the feel of FS1 anyway, i'd rather just have it look the best that it can look.
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Currently the ML-16 is all ****ed up
Although if someone wants to help me out, replace the contents of your current TBM with this one, and tinker... I left of on the Avenger most recently, other than that and the ML-16 (now pretty) this is about the same, but those two and the Prometheus are the ones you see the most, and therefore are the most important to have pretty.
#Primary Weapons
$Name: @ML-16 Laser
+nocreate
@Laser Bitmap: Subach_AniBitmap
@Laser Glow: Subach_Glow
@Laser Color: 100, 120, 250
@Laser Color2: 100, 120, 250
@Laser Length: 4
@Laser Head Radius: 1
@Laser Tail Radius: 1.125
$Impact Explosion: Akheton_Impact
$Impact Explosion Radius: 2.5
$Decal:
+Texture: Tiny_decal
+Radius: 0.2
$Name: @Disruptor
+nocreate
@Laser Bitmap: Akheton_Bitmap
@Laser Glow: Kayser_Glow
@Laser Color: 0, 20, 150
@Laser Color2: 0, 0, 0
@Laser Length: 4.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Impact Explosion: Akheton_Impact
$Impact Explosion Radius: 3
$Name: D-Advanced
+nocreate
@Laser Bitmap: Akheton_Bitmap
@Laser Glow: Kayser_Glow
@Laser Color: 90, 20, 150
@Laser Color2: 0, 0, 0
@Laser Length: 4.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Impact Explosion: Akheton_Impact
$Impact Explosion Radius: 3
$Name: @Avenger
+nocreate
@Laser Bitmap: Subach_AniBitmap
@Laser Glow: Subach_Glow
@Laser Color: 255, 80, 0
@Laser Color2: 255, 80, 0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Impact Explosion: Maxim_Impact
$Impact Explosion Radius: 3.3
$Name: @Flail
+nocreate
@Laser Bitmap: Morningstar_Bitmap
@Laser Glow: Morningstar_Glow
@Laser Color: 250, 250, 0
@Laser Color2: 250, 250, 0
@Laser Head Radius: 1.3
@Laser Tail Radius: 1.3
$Flags: ("particle spew")
$Impact Explosion: MS_Impact
$Impact Explosion Radius: 1.2
$Pspew:
+Count: 1
+Time: 5000
+Vel: 1
+Radius: 0.75
+Life: 0.2
+Scale: 0.15
+Bitmap: Morningstar_Particle
$Decal:
+Texture: Tiny_decal
+Radius: 0.5
$Name: Prometheus
+nocreate
@Laser Bitmap: PrometheusR_AniBitmap
@Laser Glow: Prometheus_Glow
@Laser Color: 20, 150, 81
@Laser Color2: 20, 150, 20 ;;Not changed from original, but necessary for best effect look if campaign changes
@Laser Head Radius: 1.2
@Laser Tail Radius: 1.2
$Impact Explosion: Prometheus_Impact
$Impact Explosion Radius: 2.5
$Decal:
+Texture: Small_decal
+Radius: 1.0
$Name: Banshee
+nocreate
@Laser Bitmap: Kayser_AniBitmap
@Laser Glow: Kayser_Glow
@Laser Color: 0, 200, 255
@Laser Color2: 0, 0, 90
@Laser Head Radius: 0.9
@Laser Tail Radius: 0.9
$Flags: ()
$Impact Explosion: Kayser_Impact
$Impact Explosion Radius: 2
$Name: S-Breaker
+nocreate
@Laser Bitmap: Lamprey_Bitmap
@Laser Glow: Subach_Glow
@Laser Color: 250, 180, 50
@Laser Color2: 0, 5, 0
@Laser Length: 5.0
@Laser Head Radius: 1.0
$Impact Explosion: Circe_Impact
$Impact Explosion Radius: 3.0
$Name: Leech Cannon
+nocreate
@Laser Bitmap: Lamprey_Bitmap
@Laser Glow: Morningstar_Glow
@Laser Head Radius: 3.0
@Laser Tail Radius: 3.0
$Impact Explosion: Lamprey_Impact
$Impact Explosion Radius: 1.9
$Pspew:
+Count: 1
+Time: 24
+Vel: 0.32
+Radius: 0.95
+Life: 0.2
+Scale: 0.47
+Bitmap: Lamprey_Particle
#End
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I made a tbm like this ages ago, to include better effects (though not the same ones Mars uses) and loadout text like the text in the vps (with power usage, descriptions of missile capabilities, etc). I think the effects I used I stole from a campaign or something and tweaked to my taste: for instance, I don't think the ML-16 should look like the Subach, since it never did. I prefer keeping the unique look of the FS1 weapons and restricting myself to making them look less like fugly ass. :)
I never posted it, since I had no hosting. For historical interest:
#Primary Weapons
$Name: @ML-16 Laser
+nocreate
+Description: XSTR(
"Standard Issue
Level 2 Hull Damage
Minimal Shield Damage
Power Use 1W ROF 5/s", 3247)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow06
@Laser Glow: 2_laserglow03
@Laser Color: 190, 150, 250
@Laser Color2: 190, 150, 250
@Laser Length: 7.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.30
$Name: VLL-9 Laser
+nocreate
+Description: XSTR(
"Standard Vasudan Issue
Level 2 Hull Damage
Minimal Shield Damage
Power Use 1.2W ROF 4/s", 3247)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow01
@Laser Glow: 2_laserglow03
@Laser Color: 200, 100, 30
@Laser Color2: 200, 30, 30
@Laser Length: 3.0
@Laser Head Radius: 0.90
@Laser Tail Radius: 0.30
$Name: @Disruptor
+nocreate
+Description: XSTR(
"Penetrator - Destroys Subsystems
Level 1 Hull Damage
Minimal Shield Damage
Power Use .75W ROF 3/s", 3259)
$end_multi_text
$Model File: none ; laser1-1.pof
@Laser Bitmap: Akheton_Bitmap
@Laser Glow: Akheton_Glow
@Laser Color: 90, 20, 150
@Laser Color2: 0, 0, 0
@Laser Length: 7.0
@Laser Head Radius: 2.70
@Laser Tail Radius: 2.70
$Name: @D-Advanced
+nocreate
+Description: XSTR(
"Penetrator - Destroys Subsystems
Level 0 Hull Damage
Level 5 Shield Damage
Power Use 1.5W ROF 2/s", 3259)
$end_multi_text
$Model File: none ; laser1-1.pof
@Laser Bitmap: Akheton_Bitmap
@Laser Glow: Akheton_Glow
@Laser Color: 90, 20, 150
@Laser Color2: 0, 0, 0
@Laser Length: 9.0
@Laser Head Radius: 2.70
@Laser Tail Radius: 2.70
$Name: @Flail
+nocreate
+Description: XSTR(
"Long-Range High-Impulse Weapon
Minimal Hull Damage
Level 2 Shield Damage
Power Use .6W ROF 6/s", 3263)
$end_multi_text
$Model File: none
@Laser Bitmap: Morningstar_Bitmap
@Laser Glow: Morningstar_Glow
@Laser Color: 250, 250, 30
@Laser Color2: 150, 70, 30
@Laser Length: 3.0
@Laser Head Radius: 1.3
@Laser Tail Radius: 1.3
$Name: @Avenger
+nocreate
+Description: XSTR
"Medium Cannon
Level 7 Hull Damage
Level 3 Shield Damage
Power Use 1.2W ROF 4/s", 3271)
$end_multi_text
$Model File: none ; laser1-1.pof
@Laser Bitmap: Circe_Bitmap
@Laser Glow: Kayser_Glow
@Laser Color: 250, 180, 50
@Laser Color2: 0, 5, 0
@Laser Length: 10.0
@Laser Head Radius: 1.2
@Laser Tail Radius: 0.6
$Name: Prometheus
+nocreate
+Description: XSTR(
"Heavy Cannon
Level 9 Hull Damage
Level 3 Shield Damage
Power Use 1.2W ROF 3/s", 3271)
$end_multi_text
$Model File: none
@Laser Bitmap: Prometheus_Bitmap
@Laser Glow: Prometheus_Glow
@Laser Color: 162, 250, 0
@Laser Color2: 20, 150, 20
@Laser Length: 10.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
$Name: Railgun
+nocreate
+Description: XSTR(
"Long-Range High-Energy Cannon
Level 57 Hull Damage
Level 34 Shield Damage
Power Use 2.5W ROF 2s", 3283)
$end_multi_text
$Model File: none
@Laser Bitmap: newglo9
@Laser Glow: 2_laserglow03
@Laser Color: 250, 150, 150
@Laser Color2: 250, 150, 150
@Laser Length: 100
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Name: Banshee
+nocreate
+Description: XSTR(
"Experimental Heavy Cannon
Level 6 Hull Damage
Level 7 Shield Damage
Power Use 4W ROF 2.5/s", 3291)
$end_multi_text
$Model File: none
@Laser Bitmap: Kayser_Bitmap
@Laser Glow: Kayser_Glow
@Laser Color: 230, 255, 255
@Laser Color2: 0, 0, 90
@Laser Length: 20.0
@Laser Head Radius: 0.9
@Laser Tail Radius: 0.9
$Name: S-Breaker
+nocreate
+Description: XSTR(
"EM Cannon
Level 0 Hull Damage
Level 8 Shield Damage
Power Use .6W ROF 3/s", 3299)
$end_multi_text
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow06
@Laser Glow: 2_laserglow03
@Laser Color: 190, 150, 250
@Laser Color2: 190, 150, 250
@Laser Length: 0.0
@Laser Head Radius: 2.0
@Laser Tail Radius: 2.0
$Name: Leech Cannon
+nocreate
+Description: XSTR(
"Power Disruptor
Minimal Hull Damage
Minimal Shield Damage
Power Use 1.2W ROF 6/s", 3303)
$end_multi_text
$Model File: none
@Laser Bitmap: laserglow04
@Laser Glow: 2_laserglow03
@Laser Color: 120, 120, 30
@Laser Color2: 120, 120, 30
@Laser Length: 1.0
@Laser Head Radius: 1.0
@Laser Tail Radius: 1.0
#end
#Secondary Weapons
$Name: @MX-50
+nocreate
+Description: XSTR(
"Standard Missile, Passive
Yield 10
Range 1500m Reload .8s", 3310)
$end_multi_text
$Name: @Fury
+nocreate
+Description: XSTR(
"Unguided Rocket
Yield 12
Range 540m Reload 3/s", 3318)
$end_multi_text
$Name: @Fang
+nocreate
+Description: XSTR(
"Unguided Rocket, Twin Fire
Yield 8
Range 525m Reload 3/s", 3318)
$end_multi_text
$Name: @Hornet
+nocreate
+Description: XSTR(
"Swarm Missile, Lock-On
Yield 20
Range 1325m Reload 2s
Launches In Swarms Of 4", 3326)
$end_multi_text
$Name: Interceptor
+nocreate
+Description: XSTR(
"Dogfight Missile, Fast Lock-On
Yield 60
Range 1000m Reload 2s", 3342)
$end_multi_text
$Name: @Phoenix V
+nocreate
+Description: XSTR(
"Heavy Missile, Slow Lock-On
Yield 140
Range 3150m Reload 5s", 3350)
$end_multi_text
$Name: Synaptic
+nocreate
+Description: XSTR(
"Anti-Fighter Weapon, Unguided
Yield 24, 15 Submunitions
Range 225m Reload 5s
Submunition Yield 24", 3366)
$end_multi_text
$Name: @D-Missile
+nocreate
+Description: XSTR(
"EMP Missile, Fast Lock-On
Temporarily Disables Target
Range 1200m Reload 5s", 3370)
$end_multi_text
$Name: @Stiletto
+nocreate
+Description: XSTR(
"Penetrator Missile, Passive
Yield 310
Range 2250 Reload 2s
Damages Subsystems Only", 3370)
$end_multi_text
$Name: Havoc
+nocreate
+Description: XSTR(
"Fragmentation Missile, Unguided
Yield 24, Shrapnel
Range 1200m Reload 1s", 3366)
$end_multi_text
$Name: Cluster Bomb
+nocreate
+Description: XSTR(
"Anti-Bomber Weapon, Unguided
Yield 24, 14 Submunitions
Range 800m Reload 5s
Submunition Yield 40", 3374)
$end_multi_text
$Name: Barracuda
+nocreate
+Description: XSTR(
"Very Heavy Missile, Slow Lock-On
Yield 400
Range 3000m Reload 10s", 3382)
$end_multi_text
$Name: Tsunami
+nocreate
+Description: XSTR(
"Standard Bomb, Very Slow Lock-On
Yield Factor 600
Range 1500m Reload 20s
Weapon Must Lock On To Fire", 3382)
$end_multi_text
$Name: Harbinger
+nocreate
+Description: XSTR(
"Fusion Bomb, Very Slow Lock-On
Yield Factor 1280
Range 1500m Reload 30s
Weapon Must Lock On To Fire", 3393)
$end_multi_text
$Name: EM Pulse
+nocreate
+Description: XSTR(
"Area Disruption Weapon, Fast Lock-On
Yield Factor 18, 300m EMP
Range 1250m Reload 2s", 3397)
$end_multi_text
#End