Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: boewolf on May 25, 2007, 01:33:15 pm
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I have been trying to use a renamed and resized skin for the inside subspace model as a beam texture. The weapon itself works quite fine except that the texture doesn't appear in game. The texture is in the effects folder.
Here is the table entry i am using if it helps at all.
$Name: Subbeam
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 0, 255, 54
; Pale green R 192 G 255 B 200
@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: 30.0 ;; in seconds
$Damage: 2000 ;; 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: 25.0 ;; 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")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 60.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 4.0 ;; how long it lasts once the beam is actually firing
+Warmup: 3500 ;; warmup time in ms
+Warmdown: 3500 ;; warmdown time in ms
+Radius: 110.0 ;; muzzle glow radius in meters
+PCount: 20 ;; 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 1.1 1.7 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 147 ;; the looping beam-firing sound
+WarmupSound: 154 ;; associated warmup sound
+WarmdownSound: 159 ;; associated warmdown sound
+Muzzleglow: beamglow3 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.0 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 0.0 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 25 ;; width of the section
+Texture: Subeam ;; 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: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
$Section: ;; one section of the beam
+Width: 30 ;; width of the section
+Texture: Subeam2 ;; 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: 0.45 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3.0 ;; hehe
$Section: ;; one section of the beam (you can have up to 5)
+Width: 40.0 ;; width of the section
+Texture: Subeam ;; 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: 0.4 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 50.0 ;; width of the section
+Texture: Subeam2 ;; 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: 0.5 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
The two texture files also match what I put in the table... Any ideas??
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Make sure when you resized it that it saved as 256 colors. I use Irfanview and every time I made a change it would set it to 16 million colors when I saved the file again.
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Hey boewolf not seen you round here for a while.
Dunno about your problem. Remember Karajorma's FAQ has GE's Table Tut.
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256 colors
That's only assuming you're using PCX file as texture...
That would only be required if you were using retail FS2 as opposed to FS2_Open, on which you can use 24-bit RGB (or even 32-bit RGBA) textures as beam textures. Alpha blending just doesn't work very well with beams at the moment for some reason.
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Thanks people. The texture works... It didn't turn out to look quite what I had in mind, but it will do for what I want. Now to start playing with sounds and the rest.
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Some screenies? :D
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I'll post some screenies after I finish getting the warm up / down looking like a ship is entering subspace... If I can figure it out... Ill try to get that working before I ask fore more help though.
EDIT: Here is a screenie for you all.
(http://glenton.customer.netspace.net.au/pics/Subspace%20beam/sub%20beam%201.jpg)
Now for some subspace sounds...
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Low-poly model - ugly but still it's the Orion :D
I wonder how this beam looks like in-game, on picture it looks quite nice though ;)
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Well I couldn't find a sound for the actual beam itself. But I did replace the warmup / down sounds. http://glenton.customer.netspace.net.au/download/Subspace Beam.zip (http://glenton.customer.netspace.net.au/download/Subspace Beam.zip) Have fun with it people
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Looks interesting....might I ask what this is for?
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Ummm, smiting the enemy :D
I'm guessing as always, a campaign / idea / concept that will be revealed in due course.
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I am going to use it in due time. but please use it at your will. I have no reason not to let you all loose with it. you never know who you will need to point it at...
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Ah, thank you very much. I've been looking for an effect like this for quite a while now.
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that makes me wonder, is it possible to have a model for a beam
then it made me think what would be a possible use for a modelled beam...
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A model for a beam would have limits i would guess, But it could be cool to have a "beam sabre" turret.
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that makes me wonder, is it possible to have a model for a beam
then it made me think what would be a possible use for a modelled beam...
Well.... That was the origional thought I had... Could it be possible to have a beam that looked like an in subspace mission but looking at the tunnel from the outside...
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A model for a beam would have limits i would guess, But it could be cool to have a "beam sabre" turret.
Well actually the Mjolnir's original name was Beam Saber... But it wasn't exactly a saber by any stretch of the imagination...
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Well I couldn't find a sound for the actual beam itself. But I did replace the warmup / down sounds. http://glenton.customer.netspace.net.au/download/Subspace Beam.zip (http://glenton.customer.netspace.net.au/download/Subspace Beam.zip) Have fun with it people
Beam itself: take the ambient subspace sound and speed it up alot, increase the volume, maybe play with the pitch & other stuff. Use Audacity (free, google it) if you need something to do this with. Just something to try.
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A model for a beam would have limits i would guess, But it could be cool to have a "beam sabre" turret.
Well actually the Mjolnir's original name was Beam Saber... But it wasn't exactly a saber by any stretch of the imagination...
I was thinking more along the lines of Zero, (from MEgaman X) an actual short rang "lance" that could be sswung around like an actual sword..........think "Gundam'ish"
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Could have destroyers fencing ;)
"You can't win, Colossus. If you strike me down, I shall become more powerful than you could possibly imagine"
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ooooh! I just thoughta something
you know that funky warp-in flash effect that you can put onto warp-ins and warp-outs?
can you make it do that before and after the beam fires?
that could be pretty cool, like a more customiseable version of that effect where the little energy dots move towards the beam cannon.
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Tura if ya look close at the Orion it looks like he is using the jump effect at the turret
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Tura if ya look close at the Orion it looks like he is using the jump effect at the turret
no no no, not that jump effect, the flash one. the one that you get when you check the 'enable flash on warp' thing in the gameplay section of the launcher.
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I think that flash is generated in code, so I don't think it's possible unless you change the code.
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Very nice. In fact you just pointed me in a direction I hadn't though of before since I needed a partially transparent effect for a Tractor Beam, everything I tried looks like crap.
Keep blue for Feds/Klings and Green for Borg/Roms and I think it's a good start!
I do have this negative mass problem though I cant seem to to get a big reaction of attraction despite a large neg mass number...
Sorry for the hijack! :D
(wonders what 'near black' would look like for Gravity Blast Cannon- Nadesico)...
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Negative mass? like an inverted Flail you mean?
WOW, thats genius i would have never thought of that, (anytime soon i mean)
Kudos + 100