Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Einstine909 on November 16, 2006, 12:51:19 pm
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i was looking through the wiki and i saw the $Thruster Particles:
i tried to get this to work:
(http://img72.imageshack.us/img72/9237/terthrustur3.th.jpg) (http://img72.imageshack.us/my.php?image=terthrustur3.jpg)
Note: white is 0 alpha on outside of ring- converted it from targa to jpeg to show here
ive made modular tables for my beams, but these dont seem to be working
#Ship Classes
$Name: GTF Ulysses
+nocreate
$Thruster Particles:
$Thruster Particle Bitmap: terthrust
$Min Radius: 1
$Max Radius: 2
$Min created: 10
$Max created: 50
$Variance: 0.2
the targa file is in effects folder. and the tbm is particletrail-shp.tbm in the tables folder
btw, ive notisted i havent posted in awhile :doubt: :doubt: :doubt:
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Try using animation (either .ani or .eff) as the effect instead of still image.
Also you should define ab particles as well... or it will look rather odd...
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Also, don't know if it's important, but the file you've uploaded is called Terthrustur3, whereas the Table says Terthrust, though you may have changed the name for conversion/uploading, so it could be nothing to do with it.
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the name uploaded is not the same file... ill try the ani idea in a bit...
Edit: ani's work :nod: but now i have to make an animation...
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Im not going to proceed with this project... :(
unfortunatly it takes up too much memory in the game while having any accepable results
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You ought to realize that number of particles is the number of effects 'released' per frame... So those values ought to be set as low as possible. I use 1 myself.
For example with
$Thruster Particles:
$Thruster Particle Bitmap: blast
$Min Radius: 0.25
$Max Radius: 0.75
$Min created: 1
$Max created: 1
$Variance: 0.1
I get this:
(http://koti.mbnet.fi/vekkup/FS2/Pics/bubbletrailuly.jpg)
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LOL looks like an air bubbler for an aquarium :lol:
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LOL... it does! Try upping the particals per frame... that might make some better results. Or use it in a next-gen or past-gen ship as a different engine type!
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FreeSpace 2 engine for an AquaNox style game, anyone? Oh wait, Twisted Infinities was doing that, weren't they...? Wait...no.
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An underwater game would be cool. Have to keep the cap ships scaled down a bit to fit in a typical ocean...
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Depends which planet's oceans you put the ship in...
Could you make a distortion thing and a cap on water limit? Or would you have to improvise with a huge model of the bottem of the ocean, with walls on each side of the limit?
That could get fusterating to have such a large and complex model... reminds me of Starfox's city remake thing... but still the bubbles are cool :lol:
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Remember, the play area can be a lot bigger than it used to be, you just need one planar model for the sea-bed and you could use seperate models for underwater mountains/caves etc. Playing aroud with a nebula effect might help too.
The main problem is that it would play like Freespace 2, you'd be missing most of the elements that make underwater combat so tense, i.e, the comparative blindness of the vessels, having to feel your way across the ocean floor without being detected etc.
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That wouldn't be too hard to fix - watery nebula effect as mentioned, limit sensor ranges, and use models with very low maneuvering capabilities (driving capships would be interesting...)
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And next think they knew, there was a frakking Silent Hunters mod for a frakking space shooter 3D engine.
Not that there would be anything wrong, it's just... surprizing, that's all. I like where this is going anyway... :lol: The strange thing is that the Aquitaine main hall could very well be a portion of an underwater base.
Obviously, the same applies to Psamtik mainhall... especially with vasudanswuvfishes enabled. :D
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What could be interesting is having the scanners linked to a 'weapon', so you could do the equivalent of a Sonar 'Ping', which detected anything in the set field of view, but also revealed you to anything within range, that way you could either actively 'search' for targets, or simply listen out for someone else looking for you. ;)
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You'd also need an update to the AI and collision detection, so that the AI would know that the "bottom" of the ocean is something not to ram into. One could also incorporate a bottom model with a trench, and then use events to cause any ship that travels too deep into it to implode due to increasing pressure. One could also model in an old wreck of the Volition pirate ship as an easter egg.
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Fast missiles would be possible! Look up shkval torpedo (http://search.yahoo.com/search?p=shkval+torpedo&fr=yfp-t-501&toggle=1&cop=mss&ei=UTF-8) and supercavitation (http://search.yahoo.com/search;_ylt=A0geuulvNWVFVjUAVpJXNyoA?p=supercavitation&ei=UTF-8&fr=yfp-t-501&x=wrt).