Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Krallis on March 20, 2008, 05:02:43 pm

Title: Beam Help
Post by: Krallis on March 20, 2008, 05:02:43 pm
I've m,ade a new beam and the problem is I want it to be untextured and to use the RGBA values instead. I'm running open but whenever I test my beam nothing at all shows up, apart from the muzzle glow and explosion impact. The beam still affects things but I can't see the actual laser.

Here is the beam information . This beam is critical for a mission im making I need it to work.

#Primary Weapons

$Name:                          DBlack
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow02
@Laser Color:               0, 0, 0
@Laser Length:               0.0
@Laser Head Radius:            0.30
@Laser Tail Radius:            0.30
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     10.0            ;; in seconds
$Damage:                        9000            ;; 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:                 2.0
$Subsystem Factor:              1.0
$Lifetime:                      35.0            ;; 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:       200.0
$BeamInfo:
   +Type:                  0            ;; 0 - 4 are valid #'s
   +Life:                    15.0            ;; how long it lasts once the beam is actually firing
   +Warmup:                 10000         ;; warmup time in ms
   +Warmdown:               2500         ;; warmdown time in ms
   +Radius:                 300.0         ;; muzzle glow radius in meters
   +PCount:               100            ;; particles spewed every interval
   +PRadius:               1.0            ;; particle radius
   +PAngle:               180.0         ;; angle of the random "cone" where the particles are generated
   +PAni:                  particleexp01   ;; particle ani
   +Miss Factor:            2.5 1.875 1.25 0.875 0.5   ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               121            ;; the looping beam-firing sound
   +WarmupSound:            122         ;; associated warmup sound
   +WarmdownSound:            123            ;; associated warmdown sound
   +Muzzleglow:            thrusterglow01   ;; muzzle glow bitmap   
   +Shots:                  0            ;; only used for TYPE 3 beams
   +ShrinkFactor:            0.05         ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
   +ShrinkPct:               50.0         ;; what percentage of max width we subtract per second
   $Section:                        ;; one section of the beam (you can have up to 5)
      +Width:               300.0            ;; width of the section
      +Texture:            -1      ;; texture for this section
      +RGBA Inner:         0 0 0 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         50 50 50 255   ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.5            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
   $Section:                        ;; one section of the beam
      +Width:               520.0            ;; width of the section
      +Texture:            -1                   ;; texture for this section
      +RGBA Inner:         1 1 1 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.4            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               1.0            ;; hehe

#End
   
Title: Re: Beam Help
Post by: Mobius on March 20, 2008, 05:04:58 pm
That's strange, you definitely need a texture for that.

Try using a regular one, open the MediaVPs with VPView and find the most appropriate one.
Title: Re: Beam Help
Post by: Krallis on March 20, 2008, 05:06:08 pm
None are appropriate. How can i make a custom one.
Title: Re: Beam Help
Post by: Getter Robo G on March 20, 2008, 05:14:25 pm
Hmmm did you ask this in anotehr thread????
(it's better to keep related things in the same thread instead of 4-5 others)

AFAIK BLACK beams are very difficult to make and will be invisible in game (so yes your beam IS working just as it should). You need to pollute the beam to make it visible try dark grey/chocolate/or deep purple).

I posted a few screenies of tinkering with the 2001ish  release of the "gold and Black beams" pack.

Some day I want to go back and mess aroudn more but sicne I don;t know about alpha channels, opacity and otehr image stuff I just use a generic slider like brightness and contrast to get what I wanted.

I'm sure someone who knows what they are doing can refine them better to get as close to "Black" as possible WITHOUT actually BEING BLACK...

Good luck with that!

(http://img60.imageshack.us/img60/3825/BlackGold.jpg)
The Beam is above the "gold" one
Any darker and it will not show up in game.
Title: Re: Beam Help
Post by: Mobius on March 20, 2008, 05:16:40 pm
The Inferno subspace weapon is some kind of invisible beam. In space black=invisible :P
Title: Re: Beam Help
Post by: blowfish on March 20, 2008, 05:54:09 pm
But a black beam would show up against the background stars and ships.  Still a bad idea but a good way to tell if its actually working.
Title: Re: Beam Help
Post by: Getter Robo G on March 20, 2008, 06:46:48 pm
Well if you can get one to work please post it, I know my vision isn't the greatest, but I've never seen it.  :D

It's my opinion he will have to tweak an existing one until it's about to cross that threshold of visible and invisible and be happy with that result however it looks.

IF you could see a black effect then obviously you would see black boxes around these torpedo images (they are in the middle of a black box). Obviously black for EFFECTS is transparent as Green is for MAPS...

Clearly you can see other torps and the ship hull as well as stars  through the effect, the BLACK box surrounding the effect is NOT visible and obscures nothing...
(http://img103.imageshack.us/img103/3871/microphotons.jpg)

Consider it a friendly challenge...  ;7

I DO have an idea though (it's very cheesy). Black as an effect won't work (the only time it does is when people report black boxes on screwy vp files it's a BUG not a FEATURE!!!

Take a POF and use a black map, then use it as a beam like they do in SW games (but they use red blue and yellow)... IDK if a pof that big would work right but at least you' SEE it!!!

Title: Re: Beam Help
Post by: Snail on March 20, 2008, 07:31:39 pm
I would be able to see the black boxes, actually.
Title: Re: Beam Help
Post by: Getter Robo G on March 20, 2008, 10:41:02 pm
I would be able to see the black boxes, actually.

You're not helping!!!  :hopping: [Kidding]

You're welcome to join in the challenge then snail.  :nod:
Title: Re: Beam Help
Post by: Krallis on March 21, 2008, 08:02:48 am
Ive finished my beams and I must say they look rather smart (they are huge) I'll upload some screenshots soon. First I have a question, for one final tweak. Is there any way to change the radius for which the beam firing sound can be heard because my beams are large but kind of quiet.
Title: Re: Beam Help
Post by: Snail on March 21, 2008, 10:08:12 am
You're welcome to join in the challenge then snail.  :nod:

I believe black boxes were the purpose of the release of the media vp patches (mp)
Title: Re: Beam Help
Post by: Droid803 on March 21, 2008, 11:03:22 am
On my computer, at least, black DOES show up on effects.
I need to add an Alpha Channel so that the beam's external areas are transparent.

So...bascially, you can make a blank, black image, copy say, the Green Channel from the SGreen image, paste it as alpha, save. You should have a beam which is...black. You can see the beam in subspace, and when there's something behind it (I'm pretty sure this works, since my edited beam textures have a black area around them if I don't set my alpha channel.
Title: Re: Beam Help
Post by: Krallis on March 21, 2008, 11:06:26 am
Can you change the radius of the noise that the beam makes?
Title: Re: Beam Help
Post by: Wanderer on March 21, 2008, 11:18:08 am
The distance setting for the sounds can be found from the sounds.tbl. Check for the sound effects used with the beam and then find the same index number from the 'game sounds' section of the sounds.tbl
Title: Re: Beam Help
Post by: Krallis on March 21, 2008, 11:20:39 am
I mean can you set the sound to be heard from say 10,000 metres away. I know how to put sounds in.
Title: Re: Beam Help
Post by: Wanderer on March 21, 2008, 11:25:14 am
Quote from: Sound.tbl from FSwiki
$Name:   147   BT_BGreen.wav,      0, 0.70, 2, 1500, 3000   
$Name:   148   BT_BFGreen.wav,      0, 0.70, 2, 1500, 3000   
See the number written in bold? First on in the line sets the distance until which distance the game uses unattenuated sound. And the last one defines the distance where the sound can be heard at all.

Changing them in the sound that played with the beam to something like 5000, 30000 should do the trick.
Title: Re: Beam Help
Post by: Krallis on March 21, 2008, 11:32:59 am
I cant edit it in the TBL view. What do I have to do.
Title: Re: Beam Help
Post by: Jeff Vader on March 21, 2008, 11:39:12 am
Notepad.
Title: Re: Beam Help
Post by: Krallis on March 21, 2008, 11:42:58 am
So open the TBL in notepad then just hit save.
Title: Re: Beam Help
Post by: Jeff Vader on March 21, 2008, 11:43:50 am
Yes.
Title: Re: Beam Help
Post by: Krallis on March 21, 2008, 11:46:55 am
Do I open the TBL file while it's in th VP or extract it first.
Title: Re: Beam Help
Post by: Jeff Vader on March 21, 2008, 11:48:40 am
Extract, modify and place to \data\tables. Never tamper directly with original vps.
Title: Re: Beam Help
Post by: Krallis on March 21, 2008, 11:51:20 am
Thanks. Now i have another question as regards making laser weapons what do the numbers next to the title and the description mean. The number at the end of the brackets, and why is that bit in brackets and what is XSTR, is it just part of the name.

+Title:                                 XSTR("GTW Subach HL-7", 3243)

+Tech Description:
XSTR(
"The Subach-Innes HL-7 is a xaser weapon, firing an intense, highly focused beam of x-ray emissions. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 works superbly against shields of all varieties and has become the standard issue Primary weapon for all Terran fighters and bombers.", 3245)
Title: Re: Beam Help
Post by: asyikarea51 on March 21, 2008, 12:59:41 pm
Those are related to translations if I'm not mistaken. You can safely ignore them (unless you really want to translate whatever it is that you're doing to another language) although IMO you should just leave the formatting as it is.

Most of the time when there's no translations I see -1 for the number. :doubt: :blah:

:nervous: :nervous: :nervous:
Title: Re: Beam Help
Post by: james777 on September 25, 2008, 01:56:53 pm
Can I use your DBlack in my mod?
Title: Re: Beam Help
Post by: Getter Robo G on September 27, 2008, 01:01:00 pm
Nice bump James...


So the question has to eb asked:
where's the screenshots?

 :D