Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: ShadowGorrath on September 13, 2007, 09:09:27 am

Title: Beam Cannons
Post by: ShadowGorrath on September 13, 2007, 09:09:27 am
Alright , so , I have a question .

How do you make new beam cannons ? I mean both graphically and in tbl editing . I am asking for this because I'd like to make my own beam cannons that look different than ones in-game , but I don't know how to do it . So can anyone help me please and post some kind of tutorial here ?
Title: Re: Beam Cannons
Post by: Mobius on September 13, 2007, 10:53:23 am
Graphically: you have to create new textures for them.

Table editing: It's easy ;)

This is the table entry of the BGreen, used by Terran destroyers in FS2:

Code: [Select]
$Name: BGreen

$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:                     15.0<<<<<< ;; in seconds
>>>>>>$Damage:                        2400<<<<<<<< ;; 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: beam-red ;; 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: beam-green2 ;; 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: beam-green ;; 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: beam-green3 ;; 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

Most fields are intuitive, like Fire Wait, Weapon Range and Damage. I suggest you to play around with them before modding parameters like Warmup and Warmdown(and beam sections).

Here's an example of a simple table editing:

Code: [Select]
>>>>>>>>>>>$Name: ExtraPowerfulBGreen <<<<<<<<<

$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:                        1200<<<<<<<< ;; 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: beam-red ;; 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: beam-green2 ;; 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: beam-green ;; 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: beam-green3 ;; 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

I have changed the parameters mentioned above(Damage, Fire wait and Weapon Range). Fire wait is 1/2 of the original, Damage and Weapon Range are 2x the original. I used many "<" and ">" to underline the changes(don't add them!).

Many good informations are accessible from the Wiki :)
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 13, 2007, 11:04:40 am
Hey , thanks . That helped a lot  :)

Now for the graphical part - how do I create textures for them ? I tried myself , but failed miserably .
Title: Re: Beam Cannons
Post by: Mobius on September 13, 2007, 11:14:18 am
Try to modify existant textures. Extract them from the Media VPs with VP View and use a program like Photoshop to play around with them :)

Remember to give your modified textures new names. Modify the table entry accordingly :)
Title: Re: Beam Cannons
Post by: Wanderer on September 13, 2007, 11:14:33 am
http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 13, 2007, 11:20:19 am
I don't have the mediavps  :sigh:

But if anyone can upload them somewhere , I'd try to modify them .

And I tried that link , it only made me confused about the retexturing part  :p
Title: Re: Beam Cannons
Post by: Mobius on September 13, 2007, 11:43:18 am
Well, if you want to practice...you can extract the original textures from Retail FS2 and modify them :)
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 13, 2007, 11:50:06 am
I tried . And failed .
Title: Re: Beam Cannons
Post by: Mobius on September 13, 2007, 11:55:53 am
What do you intend for "failed"? FS doesn't accept your modified textures or...you don't find the results satisfying? In the second case, just don't give up ;)
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 13, 2007, 12:00:09 pm
I meant FS didn't like the changes so they didn't work  :D
Title: Re: Beam Cannons
Post by: Mobius on September 13, 2007, 12:06:53 pm
I see. What ahve you done, exactly? Have you changed format, resolution or stuff like that?
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 13, 2007, 12:12:11 pm
No . Format and etc. was the same . I think . I only drew a testing beam effect . But it didn't work - loaded a dull red beam , without any power up animation and etc. That's why I need a tutorial . Usually I self learn stuff , but this time I totally failed in this .
Title: Re: Beam Cannons
Post by: Mobius on September 13, 2007, 12:22:50 pm
Where did you place the modified texture? You should create a mod folder for it ;)
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 13, 2007, 12:26:00 pm
D:\Games\Freespace2\BeamModtest\Data\Effects
Title: Re: Beam Cannons
Post by: Mobius on September 13, 2007, 12:50:37 pm
At this point, I have no clue on what your problem is related with :blah:
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 13, 2007, 12:57:56 pm
I think it's because of bad format in which  saved the "new beam textures" . So that's why I asked for some kind of tutorial . I want to know how exactly to make new beam textures and table edit .

The things I need to know about the beam textures : what size do I need to make the textures , what EXACT format do I need to save it ( I am using GIMP 2.2 , and it has options for each format , I dunno which to choose ) and etc.
Title: Re: Beam Cannons
Post by: Mobius on September 13, 2007, 02:06:57 pm
I suggest you to play around with the entries, then work on the textures...
Title: Re: Beam Cannons
Post by: BengalTiger on September 13, 2007, 02:19:45 pm
http://www.hard-light.net/wiki/index.php/Weapons.tbl
+
read the tbl file a few times to get the feel of it, make a simple beam (1 section) and play with the tbl, testing how each modification changes the beam. It worked for me, and it's pretty much fun (I even came up with a Command&Conquer 3-ish railgun, but I'll keep it a secret how to do it :P)

As for textures, still didn't try.
Title: Re: Beam Cannons
Post by: Wanderer on September 13, 2007, 02:28:23 pm
While working just save the textures/effects as TGA images (truevision targa without RLE). And always use power of two textures - the height and width (number of pixels) should be among the numbers you get with 'power of two'. That is something like 256 x 256 is ok, as is 128 x 512 etc. For basic beam texture either 128 x 128 or 256 x 256 should be adequate. Also leave the alpha away for now.

What format did you try?
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 13, 2007, 03:31:45 pm
PCX . And that is the problem !   :D

Is there any way I can use DDS format ? TGA is too slow on my PC .
Title: Re: Beam Cannons
Post by: Wanderer on September 13, 2007, 03:43:51 pm
Well 8 bit PCX images should be ok too.

You can convert your TGA (or other) images to DDS images. But it is not really useful to work with DDS files. The conversion is just the final touch.

As for converters.. there are several different ones out there. Both ATI and Nvidia have their own and there are couple of other as well. I would recommend nvidia nvdxt command line tool but you'll probably find compressonator easier to use
http://developer.nvidia.com/object/nv_texture_tools.html
http://ati.amd.com/developer/compressonator.html
http://files.filefront.com/DDS+Converter+21/;4470512;/fileinfo.html
Title: Re: Beam Cannons
Post by: Warp Shadow on September 13, 2007, 05:56:54 pm
It's quite simple really, all you need to do is say...
(http://i10.piczo.com/view/1/r/t/o/p/z/i/p/l/k/2/9/img/i205717871_26504_2.jpg)
[p.s. sorry for the randomness but I made it a couple of days ago and was just dying to use it!]
Title: Re: Beam Cannons
Post by: Mustang19 on September 13, 2007, 05:58:12 pm
At ease, young padawan. Your post count will increase soon enough.
Title: Re: Beam Cannons
Post by: Warp Shadow on September 13, 2007, 06:41:46 pm
It's not so much about the post count. It's just I made it myself and I just HAD to get it out there :P You know how it is! Don't you? :confused:
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 14, 2007, 03:00:44 am
I am using GIMP 2.2 , so it allows me to save it in DDS format . But there are a few options on DDS format that I dunno which to choose . Also , I need to know what file names , how many , and what each file should contain for the beam textures ?
Title: Re: Beam Cannons
Post by: Wanderer on September 14, 2007, 06:46:27 am
:wtf: What file names??

I have really no idea of the quality of the GIMPs DDS converter so i cant really say if that is a good one. Just keep in mind that any compressed DDS texture may have visible artifacts. For standard images use DXT1c and for images with alpha use DXT5.. That is if you use compressed textures. For uncompressed use u888 or u8888. So for beams DXT1c is most likely choice. But as said DO NOT EDIT the dds pictures. Always keep the original image (and the one which you keep editing) in some better format like TGA, JPGs (generally compressed) are no good.

Basically just place the image file in data/effects and then set the name to the table file. As for amount.. that is really up to you. I have some nice looking beams that use single texture that i have used in several beam layers. On the other hand some prefer to make every layer use different textures or even animate the textures (using eff animations).
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 14, 2007, 03:10:49 pm
I made the beam texture and table editing ( copied the original Green Beam to my own ) . But it didn't work  :( . Once I put it in-game , it just didn't fire .
Title: Re: Beam Cannons
Post by: Wanderer on September 14, 2007, 03:14:04 pm
Did you remember to beam-free the ships (or set beams freed on all ships) as you tested the beam?
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 14, 2007, 03:16:03 pm
Stupid question - of course I didn't forget  ;)
Title: Re: Beam Cannons
Post by: Wanderer on September 14, 2007, 03:35:24 pm
So it works?
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 14, 2007, 03:41:03 pm
Um ... No ? Cause it was beam-free-all , and ordered to fire the beam , but it didn't . I think that the problem is from the table side .

Can you clear me up - how do I make the new beam textures work ? I added it as a part of the beam , typed in a name . The texture is in DDS , has an alpha channel where the beam's tile is over and etc.

Sorry if I'm bugging you with this - it's my first try at making something like this  :D
Title: Re: Beam Cannons
Post by: Wanderer on September 14, 2007, 03:44:19 pm
Upload the image (texture) somewhere and let me have a look.
Title: Re: Beam Cannons
Post by: Herra Tohtori on September 14, 2007, 03:52:29 pm
My observation is that for stuff that has a lot of smooth gradients (like beams, weapon effects, subspace vortices and other light effects), uncompressed TGA looks a lot better than DDS. For ship textures which have geometric shapes and sharp contrasts, DDS works ideally.

Obviously the memory optimzed nature of DDS textures is a huge advantage, as is mipmapping, but some effects just look pixelated in DDS format, to the extent that I would prefer TGA textures for them... :blah:
Title: Re: Beam Cannons
Post by: Wanderer on September 14, 2007, 03:58:06 pm
That's why i tried to get him to stay with TGA textures...
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 14, 2007, 04:01:00 pm
I don't really want to , as it will probably be in my mini-campaign ... But here - converted to JPG : http://img409.imageshack.us/img409/5213/beamtexturejpgrc4.jpg (http://img409.imageshack.us/img409/5213/beamtexturejpgrc4.jpg) . The white part is an alpha channel .

And about DDS textures : I remember  saw a compare of TGA and DDS formats of the same texture . I couldn't see the difference , except for the fact that TGA was slow .

Also , my PC is 6 years old . TGA takes up too much firepower from my PC . TGA are like a Sathanas , and my PC is like a Fenris . Get the idea ?
Title: Re: Beam Cannons
Post by: Wanderer on September 14, 2007, 04:10:47 pm
All TGA takes more is a bit more of graphics memory. It wont miraculously slow the cpu down.

And then.. That image does not follow the 'power of two' tule. That should be fixed. That is 200 x 200 is bad. 256 x 256 is ok.
Title: Re: Beam Cannons
Post by: Herra Tohtori on September 14, 2007, 04:11:54 pm
You can make medium-quality and high-quality versions, you know... DDS for the graphically challenged computers, TGA for the rest.

Besides, alpha blending didn't work well at all in beams last time I tried it. Dunno if it has been since fixed, but it produced rather horrid results... Additive blending worked/works better if it hasn't been fixed. Meaning you have black as background colour and #000000 is interpreted as transparent.
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 14, 2007, 04:18:51 pm
Eh ? Anyway , I think it's still the table fault . Cause if it actually fired but the textures didn't show , then it's a texture problem . But in this case the Deimos didn't fire AT ALL . I disabled all the weapons and left only my beam cannon ( with the All ships beam-freed by default , turned on in the mission specs ) .

Here is the tavle entry :

Code: [Select]
;---------------------------------------------------------------
; NOTE : most of the fields here are irrelevant and are only included so as not to break the parser
;        beam weapons are a very special case weapon - my own beam

$Name: BeamTest

$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:                          500.0
$Velocity:                      16000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     60.0 ;; in seconds
$Damage:                        24000 ;; 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:                 0.5
$Subsystem Factor:              0.5
$Lifetime:                      5.0            ;; 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:       120.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life:   2.0 ;; how long it lasts once the beam is actually firing
+Warmup:   7000 ;; warmup time in ms
+Warmdown: 7000 ;; 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
+Range: 10000
$Section: ;; one section of the beam (you can have up to 5)
+Width: 25 ;; width of the section
+Texture: BEAMTEXTURE ;; 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

; Bright light green R 137   G 252   B 96
; High Energy Green R 102 G 255 B 0
; Puke pale green R 192 G 255 B 200
; Forest Green R 2 G 142 B 18
; White Streek Green Tint R 215 G 249 B 219

Now I got to go to sleep . I hope someone helps me by tomorrow .
Title: Re: Beam Cannons
Post by: Getter Robo G on September 14, 2007, 04:22:36 pm
I made the beam texture and table editing ( copied the original Green Beam to my own ) . But it didn't work  :( . Once I put it in-game , it just didn't fire .

Um... Why don't you revert the table entry back to whatever it was ORIGINALLY. than go back and try the old texture. If it fires, use your NEW one. Solving simple problems is best before taking on more complex procedures.

Image switching is way simpler than a whole table value edit. (Been here since 2002, think I know what all that crap means? Hell no...)


(http://img48.imageshack.us/img48/9898/shivansurprise.jpg)

(http://img166.imageshack.us/img166/8070/sfowned12vf.jpg)

 :p  Beam by Trashman, modified by me!
Title: Re: Beam Cannons
Post by: Vengence on September 14, 2007, 04:56:40 pm
(http://img48.imageshack.us/img48/9898/shivansurprise.jpg)

 :p  Beam by Trashman, modified by me!

OWND  :D

Quote
(I even came up with a Command&Conquer 3-ish railgun, but I'll keep it a secret how to do it Tongue)

Speak. NOW!!! :D
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 15, 2007, 04:54:45 am
Yeah , the problem was with the tables . The beam fired when I replaced the Green beam with it . But this is NOT what I intended for it to look like  :p : (http://img526.imageshack.us/img526/3562/wthxb0.png)
Title: Re: Beam Cannons
Post by: TrashMan on September 15, 2007, 05:13:17 am
post the tbl entry...and what .pcx are you using for the beam sections?
Title: Re: Beam Cannons
Post by: ShadowGorrath on September 15, 2007, 05:18:29 am
Already posted the table entry that doesn't work . In the pic I took , the table entry was the green beam - the one the Colossus fires at High Noon .

The texture is in DDS , with an alpha channel on the places I didn't need it seen ( exactly where the white parts are in the screenie ) .

When I took this screenshot , I replaced the green beam textures with my own .
Title: Re: Beam Cannons
Post by: Nuke on September 15, 2007, 06:18:01 am
i dont think alpha works very well on beams, just use 24bit dxt1 with no alpha.