Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Loomy on February 01, 2006, 07:54:54 am

Title: New motion debris
Post by: Loomy on February 01, 2006, 07:54:54 am
Hi!  Unfortunately the search doesn't work, but here's a quickie:

The "high quality" launcher setting disables the default motion debris.  But motion debris is a pretty cool thing, so I presume everybody is using a custom one.  But the media VP pack I got from the fs2_open site doesn't include any motion debris :(  So what's the deal with this, what are people using?

Danke!
Title: Re: New motion debris
Post by: StratComm on February 01, 2006, 08:55:38 am
The "new motion debris" are actually in the media VPs (mv_effects) but most of us disable them anyway.  No matter how clean and pretty they are, they are still much to thick in space for my liking no matter how they are represented.
Title: Re: New motion debris
Post by: tamshiwen on February 11, 2006, 03:13:14 am
Is there a way to change the motion debris to look like points of light (like distant stars)?  that way, when they are still, they look like any of the other stars in the background until you move, giving it that star trek moving stars look or the starfield screensaver in windows, you know what I mean?  the motion debris would only need to be 1 or 2 pixels thick this way, and wouldn't look ugly.   
Title: Re: New motion debris
Post by: WMCoolmon on February 11, 2006, 11:32:10 am
Yes, replace the motion debris animations with little points of light.
Title: Re: New motion debris
Post by: neoterran on May 25, 2006, 02:16:57 pm
I'm looking for the high poly motion debris... i'm wondering what the filenames are for them in mv_effects and what the best set is...
Title: Re: New motion debris
Post by: Mars on May 26, 2006, 10:38:14 am
Motion debris are 2D animations, not 3D objects, there are no "high poly" motion debris. I can't seem to find the "high quality" ones either.
Title: Re: New motion debris
Post by: WMCoolmon on May 26, 2006, 08:48:11 pm
Try debris01.ani through debris04.ani in mv_effects.