Author Topic: Yellow little blobs replacement TBM (improved weapon effects)  (Read 4946 times)

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Offline neoterran

  • 210
Re: Yellow little blobs replacement TBM (improved weapon effects)
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.

Official Taylor Fan Club Member.
Chief Grognard.
"How much code could a coder code if a coder could code code?"

 

Offline Mars

  • I have no originality
  • 211
  • Attempting unreasonable levels of reasonable
Re: Yellow little blobs replacement TBM (improved weapon effects)
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.
Code: [Select]
#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
« Last Edit: February 04, 2007, 07:29:53 pm by Mars »

  
Re: Yellow little blobs replacement TBM (improved weapon effects)
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:

Code: [Select]
#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