Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Einstine909 on April 27, 2007, 12:36:44 pm
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havent done much for awhile,
but i did make these new engine glows...
(http://i118.photobucket.com/albums/o93/Einstine909/Hardlight/VasudanFlare.jpg)
(http://i118.photobucket.com/albums/o93/Einstine909/Hardlight/TerranFlare.jpg)
(http://i118.photobucket.com/albums/o93/Einstine909/Hardlight/ShivanFlare.jpg)
ill have screenshots up in a bit...
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Teal burners... Change to darker blue please
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did already :lol: i realized that about 10 seconds after i posted
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make it more of a rotated "X" with those lines....
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ill have screenshots up in a bit...
*cough* *cough*
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downloads? afterburner versions?
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ok this need more work, unfortunatly im swamped right now :sigh:, the alpha needs looking at, it causes black outlines... and the aspect ratios need fixing, thats a tbm thing though... so when work is done...
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i could make em work, if you'd like.
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lol what's wrong with teal burners?
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lol what's wrong with teal burners?
everything
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how so?
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They look wimpy.
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They look wimpy.
How about Pink Burners ;)
/Dice
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Fiery orange/yellow burners is the way to go. :nod:
The Vasudans can have pink burners. :p
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Some shots for you guys to look at if you want:
http://www.fas.org/man/dod-101/sys/ac/f-16-afterburner.jpg
http://www.enginehistory.org/P&W/J58/J58_Afterburner.jpg
http://www.nasoceana.navy.mil/vfa131/images/F-18_Afterburner.jpg
http://www.f-111.net/images/6sqntestcell.jpg
http://www.lockheedmartin.com/data/assets/13368.jpg
http://static.howstuffworks.com/gif/f-22-raptor-10.jpg
http://static.howstuffworks.com/gif/f-22-raptor-12.jpg
http://gumballproductions.com/333/burn.jpg
http://www.cowabunga.net/adm/photo/15_F_16_Afterburner.jpg
http://kalaniosullivan.com/KunsanAB/8thFW/Pics/Kunsan84F16ontrimpad.jpg
http://www2.udec.cl/~ilederma/air_force_028_jpg.jpg <-not AB, but very cool
http://www.serbia-info.com/g3/images/ceremony0110f.jpg
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Neat pics jr2. :)
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(http://i118.photobucket.com/albums/o93/Einstine909/Hardlight/EngineTrail.jpg)
there...an update :p
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Got any downloads or in-game shots? ;)
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putting it ingame right now... ;)
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that sorta thing won't look good ingame without animation.
any sort of detail on an energy thing that you see on-screen for awhile just won't look right.
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ok, the trails are now animated, but the eff file seems to not work...
my trail is called TerranTrail_N_0000 for the first frame, TerranTrail_N_XXXX from frame 0 to 50 ending at TerranTrail_N_0050
they are all tga's
this is my TerranTrail_N.eff
$Type: TGA
$Frames: 50
$FPS: 25
i have tried changing the name of the eff to TerranTrail_N_.eff
the file TerranTrail_N_0000.tga works in game...
any help? :confused:
well i decided to finish up the glows...
(http://i118.photobucket.com/albums/o93/Einstine909/Hardlight/screen0002.jpg)
(http://i118.photobucket.com/albums/o93/Einstine909/Hardlight/screen0003.jpg)
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ATM engine glows can not be animated.
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Hm.
It's different. But I'm not really sure the horizontal "spikes" should be there at all. It's an effect you essentially see in digital cameras when a spot on the CCD overloads, it then spikes that segment of the sensor to full brightness, and depending on how the camera is constructed it may produce vertical or horizontal "spike" reminescent of what you have here.
However, I personally don't think it's plausible that such effect could be seen with eyeball mark one.
Also - do those use alpha blending or additive blending?
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I agree with that it cant be seen with just an eye. But there is some sort of glass that the pilot is looking through... therefore the effect comes into play.
is the alpha blending or additive blending set in FS? or what do u mean by that? :confused:
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Well alpha blending manages transparency with alpha channel. Additive blending is simpler - it just adds the colour in a (properly configured) texture... but there's a hook, you need to set the black colour background colour and then flatten the image so that black is correctly interpreted as "transparency".
In some things in FS2_Open, additive blending works better than alpha blending... like in beam animations for example, and presumably on some other effects as well. It definitely looks to me like you're using alpha blending but I can't be sure, that's why I asked.
Also, I think I see some kind of darker semi-opaque edge around the bright part of the effect, which comes visible when two textures are stacked on top of each other in the game.
Considering the glass causing effects like this... well there would need to be uniformly vertical "grid" or array of thin lines, be they scratches, dirt or windscreen wiper marks or somesuch. The spikes are only seen perpendicular to this kind of conditions, which (sorry) I don't think are really plausible in fighter cockpits. If the effect could be made to adjust to cockpit texture or something like that, then it would be kick-ass, but all in all, static representations of energy/optical phenomena don't usually work that well as effects in a game. :blah:
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through extensive testing, i've concluded that its quite unlikely for these things to look good in regular fs2.
the white thingys off to the sides arent long enough, and they clip with the fighter
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[IMG]http://i118.photobucket.com/albums/o93/Einstine909/Hardlight/EngineTrail.jpg["/img]
there...an update :p
Wow, that really looks awesome!
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im gunna scratch what i have right now for the glows... but for progress
i was looking through the archives of the posts for nothing in particular and i found something...
ill post what i make of it soon... :nod: