Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: --Steve-O-- on May 15, 2007, 09:40:25 pm

Title: Sparks
Post by: --Steve-O-- on May 15, 2007, 09:40:25 pm
is there a way you can incorporate the sparks that are generated when a ships hull drops below 20% into a weapon effect of some kind? and is there a way to add muzzel flashes for anything other than beams and flak guns?

Title: Re: Sparks
Post by: CKid on May 15, 2007, 10:03:45 pm
I think muzzel flashes will be added in the next mediavp.
Title: Re: Sparks
Post by: --Steve-O-- on May 15, 2007, 10:40:20 pm
bummer.
Title: Re: Sparks
Post by: Tempest on May 15, 2007, 11:47:53 pm
I'm pretty sure the lightning sparks are hard-coded and I haven't seen a way to mess with them directly.

Muzzle flashes, on the other hand, are completley moddable. simply add $muzzleflash to your weapons entry and use a defined entry from mflash.tbl. That's all there is to it.
Title: Re: Sparks
Post by: Bobboau on May 15, 2007, 11:52:49 pm
well, ships with EMP have yellow sparks...
Title: Re: Sparks
Post by: --Steve-O-- on May 16, 2007, 12:13:36 am
interesting, i'll have to try that. right now im tinkering with the $DECAL thing. i cant get it to work.
error: required token = [#end] or [$name], found [$decal]
in addition where to the textures for it go? effects or maps? is there a separate table entry else where that has to be made other than weapons?
Title: Re: Sparks
Post by: jr2 on May 16, 2007, 01:47:25 am
taylor was playing with the spark effect.  Ask him if you need more info.
Title: Re: Sparks
Post by: Wanderer on May 16, 2007, 02:05:19 am
Decals are not functioning. As for the sparks (and lightnings) thing... You could perhaps make real model for the weapon and then use animated - transparent - textures on it with the 'flickering' transparency option. That combined with small particle emitter and perhaps a glowpoint or two might do the trick.
Title: Re: Sparks
Post by: Scooby_Doo on May 16, 2007, 04:49:39 am
Could those lighting effects be disabled with a flag in some future version?  They just don't look right outside the Freespace world.
Title: Re: Sparks
Post by: --Steve-O-- on May 16, 2007, 10:59:34 am
man, that sucks about decals. i even whipped up some nifty burns. i guess i'll hold on to those for the future if maybe decals will be reimplemented.
as for the arcs i actually wanted to try and manipulate the arcs themselves, when the weapon fires it arcs between physical gun points, um think of the ion cannon from starlancer...sort of, and charges up like a beam cannon but fires a projectile. i dont think that will work though. so i've moved on to something else.
weapons tables are fun. nice break from modeling and PCS
Title: Re: Sparks
Post by: jr2 on May 16, 2007, 11:05:26 am
Decals IIRC will be re-implemented as soon as they make them work better.  3.7.0, maybe?  Anyways, we have to wait for 3.6.10 before that, so hold on for a while.