Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Grug on March 02, 2005, 08:48:26 am

Title: What's the best way to make fighter beams?
Post by: Grug on March 02, 2005, 08:48:26 am
Ok lets say I need to make fighter beams for a turret on a player flyable ship.
How would one go about doing such a thing?

I've tried just making a long super fast laser, but that just doesn't get the effect I'm looking for.
And I've messed around with the beam flag and a few fields only to result in crashes.

Can anyone help me please?
Title: What's the best way to make fighter beams?
Post by: Bobboau on March 02, 2005, 10:13:51 am
youare useing FSO right?
Title: What's the best way to make fighter beams?
Post by: Getter Robo G on March 02, 2005, 11:42:09 am
Unless you're making a Custom Beam just use the existing ones for smaller ships (ie, like AAA's or like SRed). AI controls turrets, NOT the player, You should only be messing with fields if this has custom properties like Image .pcx or other variables (plus to actually be controlled by you it would have to be in a Primary Gun Point Bank, NOT a Turret... Other wise it auto engages and fires at target as per AI's discretion.)

Hope that helps, Guru's correct that if I got anything in error. L8tr.
Title: What's the best way to make fighter beams?
Post by: Grug on March 02, 2005, 09:49:33 pm
Yes FSO.

So just modify an existing beam? Ok. Thanks.

I'm new to the beam weapon section see. :)

I just hope I can figure out all the fields etc, because I do need a custom effect.
Albeit the Pulsar / Laser weapons from Homeworld2. :)

Thanks again. :D

Edit:
Oh and what of the one that needs to be a primary of a fighter?
What fields do I need to do if the player / ai needs to be able to use it?

Edit:
Mind if I get an answer, the Wiki is missing any information on Fighter Beams, and Beam Texture Tiling and Translation which I would like to know about as well... :)
Title: What's the best way to make fighter beams?
Post by: Grug on March 03, 2005, 02:50:41 am
Soo...?

How to get a fighter beam to work?

If the wiki was filled out properly there wouldn't be as many questions... =/
Title: What's the best way to make fighter beams?
Post by: Carl on March 03, 2005, 03:27:53 am
Grug, use this as a template. copy and paste it into your weapons.tbl and tweak as necessary.

$Name:               @Generic Beam
$Model File:               none
@Laser Bitmap:            newglo6
@Laser Color:            255, 192, 64
@Laser Length:               1
@Laser Head Radius:            1
@Laser Tail Radius:            1
$Mass:                  .1
$Velocity:                  5000
$Fire Wait:               .1
$Damage:               10
$Armor Factor:               1
$Shield Factor:               1
$Subsystem Factor:            1
$Lifetime:                  1
$Energy Consumed:            1
$Cargo Size:               0
$Homing:                  NO
$LaunchSnd:               121
$ImpactSnd:               85
$Flags:      ("player allowed" "beam")
$Icon:               iconKayser
$Anim:               Kayser
$Impact Explosion:            exp20
$Impact Explosion Radius:         4
$BeamInfo:
+Type:                  2
+Life:                    2
+Warmup:                 0
+Warmdown:               0
+Radius:                    1
+PCount:                  0
+PRadius:               0
+PAngle:                  0
+PAni:               particleexp01
+Miss Factor:            0 0 0 0 0
+BeamSound:               121
+WarmupSound:               0
+WarmdownSound:               0
+Muzzleglow:            beamglow6
+Shots:                  0
+ShrinkFactor:               0.2
+ShrinkPct:               0.2
$Section:
+Width:                  .125
+Texture:               beam-white2
+RGBA Inner:         255 255 255 255
+RGBA Outer:         150 150 150 10
+Flicker:               .2
+Zadd:               2
Title: What's the best way to make fighter beams?
Post by: Grug on March 03, 2005, 05:38:46 am
Ah thanks a million. :D

Sidenote: Do beams support ani's as the texture?
Title: What's the best way to make fighter beams?
Post by: AqueousShadow on March 03, 2005, 08:46:26 pm
IIRC, no animated beams.

But given the magnitude of information that seems to pass unnoticed all the time, I could be wrong.
Title: What's the best way to make fighter beams?
Post by: FireCrack on March 03, 2005, 08:59:30 pm
you could pan a texture across the whole beam as i  did for my vasudan beams in the media VP

(first column of pixels is frame 1 etc...)
Title: What's the best way to make fighter beams?
Post by: Grug on March 03, 2005, 09:49:31 pm
And this would be done how?
Thanks btw. :)
Title: What's the best way to make fighter beams?
Post by: FireCrack on March 03, 2005, 10:28:32 pm
look at my vasudan beams in the media VP, there are two '+ things' that are beam tiling and beam pan or somthing to that effect, copy and paste then alter the pan speed to change the animation speed.

I may as well update the wiki on this...
Title: What's the best way to make fighter beams?
Post by: Grug on March 03, 2005, 10:35:06 pm
An updated wiki would be nice. :)

I'm presuming this would fill in the empty 'Beam Texture Tiling and Translation' field?

But yeah, thanks, I'll takes a look.

Edit: BVas etc right?
Think I'll have to update my media vp's...
Title: What's the best way to make fighter beams?
Post by: FireCrack on March 03, 2005, 10:54:46 pm
Yeah, all the vasudan ones.

The wiki is so finiky wiht the signin, makes it near impossible to get this on, but in the meantime

edit: no-wonder noone ever updates it, the damn thing's impossible to use.

does anyone know the exact efects of putting the second feild in tile factor (Z here) as a 2?

      +Tile Factor:             x.x, Z
      +Translation:            y.x
Title: What's the best way to make fighter beams?
Post by: Grug on March 03, 2005, 10:57:25 pm
Um, no.

But could you explain how the first two work?
Title: What's the best way to make fighter beams?
Post by: FireCrack on March 03, 2005, 10:59:45 pm
Here's my attempted wiki entry for the meantime
if anyone who could work the damn thing could put this on it that would be nice






!Beam Texture Tiling and Translation
!!What It Does
Beam Texture Tiling and Translation adds a few options for beam texturess to make them tile and translate. Examples of such can be seen in the new Media VP's. This allows for beam textures to be tiled rather than stretched the length of the beam as well as allowing them to pan either forwards or backwards creating a nice effect.

!!How do I use it?
In the table file for each beam section these settings can be added at the end of the section definition:

      +Tile Factor:             *xx.x*, *y*

      +Translation:            *zz.z*

A definition of these settings follows:

*y* Determines the tiling type, type 0 yeilds in the beam tiling *xx.x* number of times along the beam no matter what length it is, 1 yeilds in the length of each beam tile being *xx.x* and tiling a number of times to match the length of the beam.

*zz.z* determines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point.



By setting *y* to 0 and *xx.x* to a small number, such as _00.1_, an effect of animation can be achived with each vertical column of pixels being represented as one frame of animation repeated along the entire beam. In this cas *zz.z* will determine the rate of animation.


!!Example

$Name:                     BGreen

$Model File:               none             ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               0, 255, 54
; Pale green             R 192   G 255   B 200
@Laser Length:               0.0
@Laser Head Radius:            0.3
@Laser Tail Radius:            0.3
$Mass:                          100.0
$Velocity:                      1600.0            ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     30.0            ;; in seconds
$Damage:                        1200            ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      25.0               ;; How long this thing lives
$Energy Consumed:               0.30                 ;; Energy used when fired
$Cargo Size:                    0.0                  ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     125                ;; The sound it makes when fired
$ImpactSnd:                     88                 ;; The sound it makes when it hits something
+Weapon Range:               4000            ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       60.0
$BeamInfo:
   +Type:                  0            ;; 0 - 4 are valid #'s
   +Life:                    4.0            ;; how long it lasts once the beam is actually firing
   +Warmup:                 3500         ;; warmup time in ms
   +Warmdown:               3500         ;; warmdown time in ms
   +Radius:                 110.0         ;; muzzle glow radius in meters
   +PCount:               20            ;; particles spewed every interval
   +PRadius:               1.4            ;; particle radius
   +PAngle:               60.0         ;; angle of the random "cone" where the particles are generated
   +PAni:                  particleexp01   ;; particle ani
   +Miss Factor:            1.0 1.1 1.1 1.7 1.4            ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               147            ;; the looping beam-firing sound
   +WarmupSound:            154            ;; associated warmup sound
   +WarmdownSound:            159            ;; associated warmdown sound
   +Muzzleglow:            beamglow3      ;; muzzle glow bitmap
   +Shots:                  0            ;; only used for TYPE 3 beams
   +ShrinkFactor:            0.0         ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
   +ShrinkPct:               0.0         ;; what percentage of max width we subtract per second
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Width:               25            ;; width of the section
      +Texture:            beam-white3      ;; texture for this section
      +RGBA Inner:         255 255 255 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         150 150 150 10   ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.0            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               4.0            ;; hehe
      *+Tile Factor:             35.0, 1*
      *+Translation:            -2.0*
   $Section:                           ;; one section of the beam
      +Width:               30            ;; width of the section
      +Texture:            beam-green2      ;; texture for this section
      +RGBA Inner:         160 160 0 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 60 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.45         ;; how much it flickers (0.0 to 1.0)
      +Zadd:               3.0            ;; hehe
      *+Tile Factor:             35.0, 1*
      *+Translation:            2.0*
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Width:               40.0         ;; width of the section
      +Texture:            beam-green      ;; texture for this section
      +RGBA Inner:         255 255 255 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         150 150 150 10   ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.4            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
   $Section:                           ;; one section of the beam
      +Width:               50.0         ;; width of the section
      +Texture:            beam-green3      ;; texture for this section
      +RGBA Inner:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 0 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.5            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe

; Bright light green         R 137   G 252   B 96
; High Energy Green          R 102   G 255   B 0
; Puke pale green             R 192   G 255   B 200
; Forest Green               R 2    G 142   B 18
; White Streek Green Tint      R 215   G 249   B 219
Title: What's the best way to make fighter beams?
Post by: Grug on March 03, 2005, 11:18:53 pm
Ok I added it to the wiki.
The boldface doesn't work in the pre however. Silly thing.

Could you check for errors. Think it should be right.
Title: What's the best way to make fighter beams?
Post by: FireCrack on March 04, 2005, 12:09:29 am
Wiki looks good, thanks.