Christ, if i knew I wouldnt have said anything... rly wasnt trying to derail this topic
:welcome:
:welcome:
ROFLMAO!!!!!! :D :D :D
Your 6 years late!! In fact is shouldve been me firing it for ya ;P
But thx anyways :)
ROFLMAO!!!!!! :D :D :D
Your 6 years late!! In fact is shouldve been me firing it for ya ;P
But thx anyways :)
second try at vasudan beams, these ones turned out alot better, though not quite as good as the terran ones.Me likes... looks like fire.
*snip*
Those Vasudan beams seem quite different in 'style' to the Terran ones: much more concentrated and less 'fluid' or 'wispy'. Was this intentional?YES!
are you useing a recent build?
put a semicolen before those lines then
Beam tiling type 2? I thought only 0 and 1 were 'good' valuesoh, yeah, forgot that wasn't in either, type 1 should be close enough
Vasudan Admiral, what build are you using, as the beams are obviously working for you?
These aren't the same as the pack Bob just posted
......
If anyones interested in trying them out:
http://sectorgame.com/ti-file-dump/VasudanAdmiral/Bob_BeamsTest.zip
What, with the table in that zip folder? It shouldn't, because that's just a BFGreen beam entry with changed values.It's an improper modular table actually, so unless you actually go in and replace the original entry with these values, it's not going to work right. In a modular table, beam sections require the +Index: line to identify which section that data refers to. If it doesn't exist then it's considered a new section, and not replacing an old one. You'll run into the warning about too many beam sections, and anything over the 5 limit (counting original sections + the new ones) will be ignored.
Here (http://icculus.org/~taylor/fso/misc/Bob_Beams_tbm.zip) is a fixed tbm. I haven't actually tried it myself though, so it still may not actually work properly.
Those beams work for me now, and they're damn sexy
BobboauBeamCore.dds
BobboauBeamCoreHaze.dds
BobboauBeamGlow.dds
BobboauBeamGlowHaze.dds
TbeamAA.dds
TbeamAB.dds
TbeamAC.dds
TbeamAD.dds
tbeamae.dds
VbeamAA.dds
VbeamAB.dds
VbeamAC.dds
VbeamAD.dds
#Primary Weapons
$Name: BFGreen
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 0, 255, 54
@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: 35.0 ;; in seconds
$Damage: 1900 ;; 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: 30.0 ;; 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" "supercap" "player allowed")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 120.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 4.0 ;; how long it lasts once the beam is actually firing
+Warmup: 5000 ;; warmup time in ms
+Warmdown: 3500 ;; warmdown time in ms
+Radius: 175.0 ;; muzzle glow radius in meters
+PCount: 25 ;; 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 1.2 1.3 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 148 ;; the looping beam-firing sound
+WarmupSound: 155 ;; associated warmup sound
+WarmdownSound: 160 ;; associated warmdown sound
+Muzzleglow: beamglow3 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 1.8 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Index: 0
+Width: 45 ;; width of the section
+Texture: BobboauBeamCore ;; 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: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 8 ;; hehe
+Tile Factor: 9, 1
+Translation: -18
$Section: ;; one section of the beam
+Index: 1
+Width: 98 ;; width of the section
+Texture: BobboauBeamCoreHaze ;; 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: 0.07 ;; how much it flickers (0.0 to 1.0)
+Zadd: 6 ;; hehe
+Tile Factor: 12, 1
+Translation: -12
$Section: ;; one section of the beam (you can have up to 5)
+Index: 2
+Width: 135.0 ;; width of the section
+Texture: BobboauBeamGlow ;; 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: 0.15 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3 ;; hehe
+Tile Factor: 12, 1
+Translation: -8
$Section: ;; one section of the beam
+Index: 3
+Width: 210.0 ;; width of the section
+Texture: BobboauBeamGlowHaze ;; 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: 0.05 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
+Tile Factor: 12, 1
+Translation: -4
#End
In /effects I put:Code: [Select]BobboauBeamCore.dds
snip
BobboauBeamCoreHaze.dds
BobboauBeamGlow.dds
BobboauBeamGlowHaze.dds
TbeamAA.dds
TbeamAB.dds
TbeamAC.dds
TbeamAD.dds
tbeamae.dds
VbeamAA.dds
VbeamAB.dds
VbeamAC.dds
VbeamAD.dds
That just makes BFGreens prettier... nothing else... the Vasudan beams in /effects obviously don't change anything.
I have all of this in a separate mod folder if that helps.
they all got used in my table.
I figured it out what was wrong for me. I had dled the TBeams and Vbeam textures but I didnot dl the package with bobboaubeams the tbm file is set to use thoes not the Tbeams or the vbeams.
See those little squares?Code: [Select]And in /tables I put Bob_Beams-wep.tbm containing [code]#Primary Weapons
$Name: BFGreen
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 0, 255, 54
@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: 35.0 ;; in seconds
$Damage: 1900 ;; 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: 30.0 ;; 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" "supercap" "player allowed")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 120.0
......
They can wreck a table file... I think they are Tab characters... EDIT: scratch that, they definitaly are, but if you get enough of them in a mission file, they can cause the line they are in to not be processed, or even crash the whole mission. I noticed, after I thought FRED was ignoring the commands I was adding... and I opened the file manually in Notepad, and saw that the command was actually there several times, but those commands had those square boxes in front of them, and were not being proccessed. Now, if there was only 1-4 of those boxes, it would still work.. the whole thing was really weird, I don't know.. I posted this in Mantis, IIRC... can anyone else verify this?[/code]Code: [Select]$Name: BFGreen
$Name: BFGreen
$Name: BFGreen
$Name: BFGreenyeah so about those in-game vids &/or screens...This is what the Bterran beam with Bobs modfications (Bob.zip and fixed tbl) looks like ingame/
(http://img73.imageshack.us/img73/4738/bterranbl6.th.png) (http://img73.imageshack.us/my.php?image=bterranbl6.png)
Here's a good time to show this off. This image right here shows that there needs to be an actual beam impact affect, because the scraping explosion thing isn't enough these days. I mean just add something there that shows off that the beam is actually hitting the hull of a ship. Those cool scraping explosions isn't enough, here the scraping explosion stuff isn't quite doing it's thing, and it looks as if the beam just ends.
Just imagine if this blowtorch were the beam, and see how it like spreads out just a little when it hits a surface.
(http://img132.imageshack.us/img132/3694/33zj4.jpg) (http://imageshack.us)
Totally and 100 percent agreed, the scraping explosions doesn't look good, it doesn't always cover the "end" of the beam, what would be really cool if the beam bent just like the above picture and moved along the hull... god... with a heat effect (shaders!) mmm....
Totally and 100 percent agreed, the scraping explosions doesn't look good, it doesn't always cover the "end" of the beam, what would be really cool if the beam bent just like the above picture and moved along the hull... god... with a heat effect (shaders!) mmm....
What Trash said... and keep in mind that u can even go the long way and make an explosion effect with that "light spreading" effect incorporated. So you dont need any coding stuf to make it happen :P
Make hte ewxplosion effect bigger..then it covers everything:D Works for me
and just how exactly do you think this is to be done, and please don't say shaders.
Couldn't you just stick the stuff in \mediavps\data\effects ?
you probably need to turn off the media VPs.
(http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeam1.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeam1.jpg) | (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeam2.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeam2.jpg) | (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeam3.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeam3.jpg) | (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeam4.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeam4.jpg) | (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeam5.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeam5.jpg) | (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeamhit1.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeamhit1.jpg) |
(http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeamhit2.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeamhit2.jpg) | (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeamhit3.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeamhit3.jpg) | (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeamhit4.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeamhit4.jpg) | (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeamhit_thru1.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeamhit_thru1.jpg) | (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeamhit_thru2.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeamhit_thru2.jpg) | (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeamhit_thru3.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeamhit_thru3.jpg) |
(http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeamhole_aftermath.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeamhole_aftermath.jpg) |
(http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeamhit3.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeamhit3.jpg) |
Scotty would be proud. :D
Error: thruster bank is linked to subsystem #75, wich is out of bounds, on model cruiser01x.pof
Hey wow. I didn't think my imaginary effect was that dead on. It's really similar to the lucifer hitting that orion there, except the **** i was messing was green.
Terran modification...
(http://img301.imageshack.us/img301/1081/yarf2rx2.png) (http://imageshack.us)
...compared to lucy.
(http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/th_lucybeamhit3.jpg) (http://i171.photobucket.com/albums/u296/jr_two/Lucys%20beam/lucybeamhit3.jpg)
Then again the picture i modified has already made cobra begging me for my effect that doesn't exist.
And as opposed to the lucy shooting that random orion there,
that's probly an issue with cruiser01x
Actually, that Orion there is not the Galatea... its the Legion :POkay, I know the Bastion was used in FS2 to collapse a jump node, how did the Galatea meet its fate? I forget.
Actually, that Orion there is not the Galatea... its the Legion :POkay, I know the Bastion was used in FS2 to collapse a jump node, how did the Galatea meet its fate? I forget.
Ok, well thanks to that scraping explosionless beam picture that Davin has provided.
Here's the normal.
(http://img81.imageshack.us/img81/786/bterranbl6ox3.png) (http://imageshack.us)
Here's with an imaginary beam hit affect i was thinking about. I did my best to make the colors conform to the new beam. And i took bobbaus beam glow affect and made it the impact affect with a lot of tweaking to it. Modified beam glows would work great for beam impact affects, i actually wanted to use the beam glow in that screenshot to make a beam hit affect, but i couldn't find a copy of it around, so i used bobbaus.
(http://img301.imageshack.us/img301/1081/yarf2rx2.png) (http://imageshack.us)
I did my best to incorporate a beam affect with like some crude lighting around it. So it hits, looks cool, and it glows. I of course used gimp to do this imaginary affect, changed the perspective of the beam impact affect to better conform to the side of the hull of the sathanas (i did that pretty horribly). Preserving the roundness wasn't too easy, so it's slightly oval shaped, but it's good enough. After that i think i did a pretty good job at making the beam hit affect colors from bobbaus beam glow affect to conform to his new terran beam in this shot.
But anyway, this is a beam affect the beams really need. It shows the beam beating with intensity against the hull of a sathanas while you get to watch the beam hit the hull and sort of spread out a little bit, sort of like what the flame of the blowtorch i posted does when it hits a surface. Shoot me for this, but i didn't mean to stir people up about shaders and the beam turning the hull of a ship red or orange wherever the beam got done hitting. This sort of makes the beams look more menacing, but anyways, imagine this along with the scraping explosions affect.
EDIT: I may have made the beam hit thingy too big for this rather small and non-uber beam blasting the sathanas.
I don't know if anyone remembered a build DTP made before the SCP was formed (it was just after the source release), but that looks very similar to the effect he made as a secondary effect. I think a circular glow - like laserglowxxx - was drawn on top of the explosion ani but was done faster so slasher beams left a green/yellow/red trail of what looked like plasma burning across the hull. The trouble with trying to replicate the effect is that the explosion ani is only drawn 5-10 times a second, so fast moving slasher beams moving across a ship's hull with your effect would only leave a few impacts. Kudos anyway. :)
Error: bob-wep.tbm(line 196:
Error: Required token = [#End] or [$Name:], found [#Beam Weapons]
in weapon: BVas.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
----------------------------------------------Error: bob-wep.tbm(line 49:
Error: Required token = [#End] or [$Name:], found [+Length: 1500 ]
in weapon: BGreen.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
--------------------
Error: bob-wep.tbm(line 50:
Error: Required token = [#End] or [$Name:], found [+Texture: TbeamAE ]
in weapon: BGreen.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: bob-wep.tbm(line 51:
Error: Required token = [#End] or [$Name:], found [+RGBA Inner: 0 0 255 255 ]
in weapon: BGreen.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: bob-wep.tbm(line 52:ect....... There are quite a few more.
Error: Required token = [#End] or [$Name:], found [+RGBA Outer: 0 0 255 255 ]
in weapon: BGreen.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
no one ever did email me a working table ;) In anycase, you need a seperate version of fs2 scp inorder to get this to work? I thought this was for the 3.6.9 version to go with the 3.6.9 vps? :confused:
[whoops edited]
they do? i dont see a difference between layered and non layered. but then again i just now started using the mediavps.
is "+length" in 3.610?