Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: [DW]-Hunter on December 23, 2006, 11:26:40 pm

Title: lasers are screwy what the hell?
Post by: [DW]-Hunter on December 23, 2006, 11:26:40 pm
For some reason when two lasers fire at the same time there are these stupid lines on the laser ball things, and my friend also had the same thing on his computer, and fyi these are media vp graphics. i added a link to the my superlaser test for my mod below so you can get a better idea of the problem.

Superlaser.wmv (http://www.fs2downloads.com/files/superlasertest.wmv)

(http://fs2downloads.com/files/wtflaser.jpg)
Title: Re: lasers are screwy what the hell?
Post by: Huggybaby on December 23, 2006, 11:30:19 pm
Yep, Hunter has an nvidia card, I have an ATI, same problem:

(http://xs510.xs.to/xs510/06510/laserlines.jpg)
Title: Re: lasers are screwy what the hell?
Post by: CP5670 on December 23, 2006, 11:34:16 pm
What beam is that? You get that sort of thing when the beam width in weapons.tbl is too big (or alternatively, the beam glow is too small).
Title: Re: lasers are screwy what the hell?
Post by: Huggybaby on December 23, 2006, 11:50:05 pm
Thanks for the scoop. It's a semi-custom effect Hunter is developing...
Title: Re: lasers are screwy what the hell?
Post by: [DW]-Hunter on December 23, 2006, 11:50:59 pm
i made the laser for my campaign/mod im making with a few friends, and i just edited my post and added a video file to give you a better idea of whats going on. here ill put the link in this post too.

Superlaser.wmv (http://www.fs2downloads.com/files/superlasertest.wmv)

any idea how i can keep the size of the laser and fix the damn lines?
Title: Re: lasers are screwy what the hell?
Post by: Wanderer on December 24, 2006, 12:12:53 am
Those are simple the lines where the effect (beam) ends.

Not sure if this is the best way to fixit but atleast it would be possible to do this way.. My fix for it would be to adjust the effects width and the impact & beamglow sizes to match each other. As most of the effects still utilize additive blending you should be able to fix the issue with large enough - or perhaps better way to say it would be bright enough - centers of the round effects (impact / beamglow).

Alternatively you could try using alpha blending...
Title: Re: lasers are screwy what the hell?
Post by: Huggybaby on December 24, 2006, 12:16:24 am
Thanks Wanderer!...scanning info...assimilating...checking...

Can you get on teamspeak? Check your PM...

Server IP:
24.5.87.106:8767
Title: Re: lasers are screwy what the hell?
Post by: Huggybaby on December 24, 2006, 12:49:35 am
Fixed! Changed Radius from 300 to 500
Thanks Wanderer and CP5670!

Code: [Select]
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 13.2 ;; how long it lasts once the beam is actually firing
+Warmup: 10000 ;; warmup time in ms
+Warmdown: 6650 ;; warmdown time in ms
+Radius: 500.0 ;; muzzle glow radius in meters
+PCount: 50

(http://xs210.xs.to/xs210/06510/FIXEDPLANETKILLER.jpg)
Title: Re: lasers are screwy what the hell?
Post by: [DW]-Hunter on December 24, 2006, 12:51:13 am
thanks guys for your help!!! :D
Title: Re: lasers are screwy what the hell?
Post by: Huggybaby on December 24, 2006, 12:56:56 am
Is the straight line on the impact from the left laser fixable? Shouldn't it be spherical?
(http://xs210.xs.to/xs210/06510/artifact.jpg)
Title: Re: lasers are screwy what the hell?
Post by: Wanderer on December 24, 2006, 02:06:15 am
No. The explosion is intersecting the hull. And the hull polygons are rendered 'over' the explosion effect.
Title: Re: lasers are screwy what the hell?
Post by: Huggybaby on December 24, 2006, 02:40:41 am
OK, thanks.