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Hosted Projects - FS2 Required => Blue Planet => Topic started by: General Battuta on January 20, 2010, 11:52:52 am

Title: oh man this is so cool
Post by: General Battuta on January 20, 2010, 11:52:52 am
Leaking some information from War in Heaven internal because it is so cool.

Y'know that awesome 'beam blowthrough' effect from the FS2 intro, where the Lucifer's fire goes right through that Orion? Wanderer and Fury got that working in-game, on ships with low health or no health at all. I'll see if I can sneak a screenshot out.

Beams have been able to 'punch through' warships they kill since retail, but now they have this pretty sweet jet of fire and debris to go with them.

We also have support for smaller blasts when beams impact ships, meaning that slasher beams can leave glowing trails of slowly fading metal across hulls. It's pretty cool.

This isn't the only cool graphical tweakage we've got going on, but it is a very neat effect and I was so excited by it that I couldn't contain myself.

man, I am such a huge fanboy.

(Also, since Zacam is on BP, I'm sure we can get this into the MediaVPs; Zacam can just take the War in Heaven table entries and use them for the next release. That way everybody can use them for their mods.)

Title: Re: oh man this is so cool
Post by: Fury on January 20, 2010, 11:59:08 am
Correction, I had no part in making this feature except for adding relevant table bits for WiH. Original code by Komet, brought to trunk by Wanderer.

Battuta is speaking of this effect, screenshot taken in Massive Battle 2.
(http://img24.imageshack.us/img24/3494/gutted.th.png) (http://img24.imageshack.us/i/gutted.png/)
Title: Re: oh man this is so cool
Post by: Thaeris on January 20, 2010, 12:06:24 pm
Sweet Eggs and Bacon, Batman!

That's friggin' sweet, my friend! Will that effect be implemented into the standard MediaVPs as well?
Title: Re: oh man this is so cool
Post by: Ziame on January 20, 2010, 12:09:13 pm
Oh man this is so cool



 :snipe:
Title: Re: oh man this is so cool
Post by: Fury on January 20, 2010, 12:16:48 pm
How can I get this on my own screen you ask? Download fairly recent nightly 3.6.11 build and attached tbm-files. Put the tbm's to mediavps\data\tables

For best effect you need MV_Advanced. Nightly builds are here: http://www.hard-light.net/forums/index.php?board=173.0

Edit: ****, I forgot wxp tbm, you need it too to avoid errors about missing LODs.

[attachment deleted by admin]
Title: Re: oh man this is so cool
Post by: General Battuta on January 20, 2010, 12:27:36 pm
With luck we'll get this into the MediaVPs in the future, yes.

Any mod using 3.6.11 can take advantage of this (and I'm sure some already have.)

BP: we care!
Title: Re: oh man this is so cool
Post by: jr2 on January 20, 2010, 12:32:08 pm
:jaw:  Sweet!
Title: Re: oh man this is so cool
Post by: Black Wolf on January 20, 2010, 12:33:04 pm
Might want to tone it down a bit for the media VPs - those debris plumes are kilometers long. But the effect is quite cool.
Title: Re: oh man this is so cool
Post by: FreeSpaceFreak on January 20, 2010, 12:34:55 pm
Yeah, the explosion trail looks too long IMHO; half that would be plenty, no?
How well can it be regulated? I mean, how much of this is hard-coded and how much works via TBM?
Title: Re: oh man this is so cool
Post by: General Battuta on January 20, 2010, 12:37:33 pm
Play around with the tables and find out. It's a collaborative effort. If you get a plume size you like better, post it here, we'll try it out.
Title: Re: oh man this is so cool
Post by: Zacam on January 20, 2010, 12:37:41 pm
Official FSU statement: Yes, it will be going in.  :P
Title: Re: oh man this is so cool
Post by: Fury on January 20, 2010, 12:47:33 pm
How well can it be regulated? I mean, how much of this is hard-coded and how much works via TBM?
The piercing effect length cannot be currently altered via tables, only its radius.
Title: Re: oh man this is so cool
Post by: General Battuta on January 20, 2010, 12:50:39 pm
From what I've seen in-game, the length generally seems pretty appropriate.
Title: Re: oh man this is so cool
Post by: Madcat on January 20, 2010, 12:52:05 pm
Daaaaamn!!!  :eek:
Title: Re: oh man this is so cool
Post by: General Battuta on January 20, 2010, 12:53:58 pm
I believe Fury's mentioned trying to adapt this to large non-beam weapons like UEF railguns. Here's hoping Diaspora has figured out how to get it working for battlestar main guns.
Title: Re: oh man this is so cool
Post by: Spoon on January 20, 2010, 12:58:03 pm
Kinda neat but I can't get it to work with my own mod's beams.(Just the glow effect)
Scaled up exp04 on slasher beams when a ship is at low health looks kinda bad though...
Though on the other hand, the 'after glow' effect slasher leave looks awesome
Title: Re: oh man this is so cool
Post by: Snail on January 20, 2010, 01:07:12 pm
So...

Next step, GeoMod.

:warp:


OK, SERIOUSLY DONT HURT ME I DIDN'T MEAN TO OFFEND ANYONE IT WAS JUST A JOKE, K?
Title: Re: oh man this is so cool
Post by: General Battuta on January 20, 2010, 01:07:30 pm
Though on the other hand, the 'after glow' effect slasher leave looks awesome

Yeah, it does.
Title: Re: oh man this is so cool
Post by: Dragon on January 20, 2010, 01:09:16 pm
How well can it be regulated? I mean, how much of this is hard-coded and how much works via TBM?
The piercing effect length cannot be currently altered via tables, only its radius.
You can control lenght via explosion's animaiton duration.
Title: Re: oh man this is so cool
Post by: SpardaSon21 on January 20, 2010, 01:10:09 pm
I hope you guys get similar effects to show up on UEF railguns.  It would simply be awesome to see a debris plume after one of those shots hits.
Title: Re: oh man this is so cool
Post by: ChronoReverse on January 20, 2010, 02:31:52 pm
Oh man, that looks so awesome.  If only the engine could support holes in capships ;7
Title: Re: oh man this is so cool
Post by: Leeko on January 20, 2010, 02:35:47 pm
* Leeko doodies in his pants.
Title: Re: oh man this is so cool
Post by: Mongoose on January 20, 2010, 02:55:30 pm
Oh dear lord win :D
Title: Re: oh man this is so cool
Post by: Nighteyes on January 20, 2010, 03:03:00 pm
I believe Fury's mentioned trying to adapt this to large non-beam weapons like UEF railguns. Here's hoping Diaspora has figured out how to get it working for battlestar main guns.

battlestar main guns peirce the hull? if so then ill use it definatly :D as soon as we can adjust the leangth of the effect and the amount of explosions generated :)
Title: Re: oh man this is so cool
Post by: Rodo on January 20, 2010, 03:36:12 pm
I agree, the plumes look a bit to long, but if they can be modded through table edit... then it's all ok!

I'll be testing this, thanks for the juicy tips  :yes:
Title: Re: oh man this is so cool
Post by: jr2 on January 20, 2010, 03:40:37 pm
Yeah, the explosions do protrude a bit much but it sorta makes sense - it's space, the only thing missing is that it should expand into a cloud.  Unless the beam somehow attracts it.

EDIT: And you could explain the cloud not continuing (being shut off when the beam dies) to self-repairing forcefields of some sort that compartmentalize the ship.
Title: Re: oh man this is so cool
Post by: General Battuta on January 20, 2010, 03:42:00 pm
You sort of need to see it in action. It doesn't hang around looking like that.
Title: Re: oh man this is so cool
Post by: jr2 on January 20, 2010, 03:46:43 pm
someone put up a YouTube clip, purty please...


(http://i46.tinypic.com/35arslh.jpg)
Title: Re: oh man this is so cool
Post by: ChronoReverse on January 20, 2010, 05:52:12 pm
Looking at them ingame, I can't decide whether the plumes are a reasonable size (in my logical mind) or comically huge (in my aesthetic mind).  Anyway, I'm uploading a quartet of low-res (although HQ should show up later) clips showing the effect from different angles as well as the slash effect.

Pierce Beam
http://www.youtube.com/watch?v=nnLqij9Xn7A
http://www.youtube.com/watch?v=UP8MTtryiXY
http://www.youtube.com/watch?v=fv44eVg33BA

Slash Beam
http://www.youtube.com/watch?v=olZsXaqO26o
Title: Re: oh man this is so cool
Post by: General Battuta on January 20, 2010, 06:21:18 pm
Seem a wee bit big to me in the Belisarius-perspective shots there.
Title: Re: oh man this is so cool
Post by: blowfish on January 20, 2010, 07:31:44 pm
Not bad ... needs some tweaking, but definitely a cool effect :)
Title: Re: oh man this is so cool
Post by: carbine7 on January 20, 2010, 07:45:13 pm
This might be the best thing to happen to beam weapons since their inception.
Never mind that last, this is the best thing to happen to any weapon!
Title: Re: oh man this is so cool
Post by: Dilmah G on January 20, 2010, 09:08:58 pm
/me jizzes in his pants
Title: Re: oh man this is so cool
Post by: Thaeris on January 20, 2010, 09:11:37 pm
The main beam punch-through may need to be a little toned-down, but the slash effect is amazing!

Mad props, gentlemen, mad props.  :nod:
Title: Re: oh man this is so cool
Post by: Fury on January 20, 2010, 11:09:12 pm
You should note that impact, flash and piercing effect sizes are fixed per-weapon, they do not scale depending on whatever is on receiving end.
Title: Re: oh man this is so cool
Post by: General Battuta on January 20, 2010, 11:14:04 pm
Right. To that end I believe there's going to be a way to disable the effect on small ships like fighters, correct?
Title: Re: oh man this is so cool
Post by: Fury on January 20, 2010, 11:59:13 pm
Quote
------------------------------------------------------------------------
r5830 | Wanderer | 2010-01-19 08:28:50 -0600 (Tue, 19 Jan 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp
   M /trunk/fs2_open/code/ship/ship.h
   M /trunk/fs2_open/code/weapon/beam.cpp

fury's request, option for huge beams not to draw impact effects when hitting specified type of ship.
Title: Re: oh man this is so cool
Post by: General Battuta on January 21, 2010, 12:07:08 am
Damn, we rock!
Title: Re: oh man this is so cool
Post by: Commander Zane on January 21, 2010, 12:49:28 am
Wow, nice.
Title: Re: oh man this is so cool
Post by: ChronoReverse on January 21, 2010, 02:54:03 am
The slash destruction trail looks pretty good up close.
http://www.youtube.com/watch?v=9iOH5s24rvU
Title: Re: oh man this is so cool
Post by: -Norbert- on January 21, 2010, 05:10:52 am
EDIT: And you could explain the cloud not continuing (being shut off when the beam dies) to self-repairing forcefields of some sort that compartmentalize the ship.
Or because all the air in the breached sections of the ship escaped and thus there is nothing to sustain the fire, much less propell it out into space.

Would be nice if the slashers after-effect could feature a bit more orange or even red towards the outer edges of the effct. Right now it looks like it is completely yellow.

But I agree with the others here. This is absolutely great!
Title: Re: oh man this is so cool
Post by: MatthTheGeek on January 21, 2010, 09:32:45 am
Definitely needs a way to be toned done via table editing or whatever, but definitely one of the coolest FSO effect I've seen yet :D
Title: Re: oh man this is so cool
Post by: Snail on January 21, 2010, 11:37:07 am
The slash destruction trail looks pretty good up close.
http://www.youtube.com/watch?v=9iOH5s24rvU
Urgh, I do not like the synchronized explosions. :ick:
Title: Re: oh man this is so cool
Post by: Colonol Dekker on January 21, 2010, 02:03:29 pm
I'm not opposed to a little ultra AAA abuse. . . Make it Nao.
 
Also kudos to the original scripter. ;)
Title: Re: oh man this is so cool
Post by: Nutcase on January 21, 2010, 04:33:24 pm
:jaw:
Friggin awesome.
Title: Re: oh man this is so cool
Post by: Droid803 on January 21, 2010, 06:50:00 pm
Does the slash effect only appear when it's almost dying? Cause adding a trail of glowing stuff after the slash beam passes through looks pretty awesome.
Title: Re: oh man this is so cool
Post by: General Battuta on January 21, 2010, 06:52:41 pm
No. The 'normal' slash effect, i.e. the glowing trail on the hull, always appears.

The jets of debris will only occur when ships are on the verge of death or actuall dying.
Title: Re: oh man this is so cool
Post by: ChronoReverse on January 21, 2010, 07:23:10 pm
When dying though, it does add the trail of destruction plumes even with the slash.  However, as snail noted, the explosions are in sync right now (which is pretty funny if you take the time to notice it).
Title: Re: oh man this is so cool
Post by: carbine7 on January 21, 2010, 09:59:19 pm
It is funny and way over the top, but I can live with that  :nod:
Title: Re: oh man this is so cool
Post by: Maverick on January 21, 2010, 10:15:49 pm
Amazing! Now if there was a way to code holes actually being formed in the ship without it actually exploding... man wouldn't that be awesome as well.... so when will this actually be released to be used until its actually fully implemented in the next mediavps?
Title: Re: oh man this is so cool
Post by: General Battuta on January 21, 2010, 10:17:35 pm
We released it right in this thread.

No sense making everyone wait until War in Heaven is out. Use it to make your mods better.
Title: Re: oh man this is so cool
Post by: jr2 on January 22, 2010, 08:07:10 am
With a normal beam on the hull of a ship that's not almost dead, does it leave a glowing spot on the hull?  Just curious.  :D
Title: Re: oh man this is so cool
Post by: General Battuta on January 22, 2010, 09:13:05 am
Yes. The glowing spot and the debris plume are separate effects. Only the later is contingent on near-deathliness.
Title: Re: oh man this is so cool
Post by: High Max on January 22, 2010, 03:47:12 pm
;-)
Title: Re: oh man this is so cool
Post by: Dr. Pwnguin on January 22, 2010, 05:35:23 pm
 :eek2:

Awesome.
Title: Re: oh man this is so cool
Post by: NGTM-1R on January 22, 2010, 06:05:02 pm
I'm going to show up here on the limit the length side of things.
Title: Re: oh man this is so cool
Post by: General Battuta on January 22, 2010, 06:12:17 pm
Already in progress. We've got it working for non-beam weapons as well now (hooray Wanderer).
Title: Re: oh man this is so cool
Post by: High Max on January 22, 2010, 08:09:42 pm
;-)
Title: Re: oh man this is so cool
Post by: Droid803 on January 22, 2010, 09:09:21 pm
Already in progress. We've got it working for non-beam weapons as well now (hooray Wanderer).

I'm not so sure that's a good idea.
It would look awkward to say the least if a subach makes a hugeass plume erupt when blowing up a cruiser.
Title: Re: oh man this is so cool
Post by: General Battuta on January 22, 2010, 09:16:45 pm
It's completely optional on a per-weapon basis, and again, the plume size will be adjustable.

Pay attention! This feature was designed for massive UEF railguns, not Subachs (though you could put it on a tiny Subach with a small flare if you wanted.)
Title: Re: oh man this is so cool
Post by: Droid803 on January 22, 2010, 11:00:50 pm
I know it was designed for big anti-cap non-beam weapons, but you never mentioned if it was on a per-weapon basis (I simply assumed it wasn't for the sake of effect). Thank you for your answer, but there was nothing to "pay attention" to. Relax...
Title: Re: oh man this is so cool
Post by: General Battuta on January 22, 2010, 11:02:41 pm
Er, yes there was:

You should note that impact, flash and piercing effect sizes are fixed per-weapon, they do not scale depending on whatever is on receiving end.

Though it's worth noting they can be disabled for small ships now.

Anyway, no offense intended.
Title: Re: oh man this is so cool
Post by: General Battuta on January 22, 2010, 11:05:42 pm
Er, and to clear up a misunderstanding, it was actually designed for big anti-cap beam weapons, then generalized to all weapons (including big anti-cap non-beam weapons.)
Title: Re: oh man this is so cool
Post by: Droid803 on January 22, 2010, 11:12:36 pm
Ergh, sorry. I missed that as it was a page back and before the "all weapons" thing. Turning it off per-weapon wouldn't really be necessary for beams (barring Anti-fighter beams, but those punch through stuff near-death anyway, and if it scaled there wouldn't even be a problem with fighters, but I digress.)

Disabling for small ships is nice. The more control we get over the effect the better :P
Title: Re: oh man this is so cool
Post by: Fury on January 23, 2010, 07:06:18 am
3.6.11 build 5832 supports hull piercing effects in primaries other than beams. The blob itself does not appear from other side of the hull, but explosions occur as usual.

I have applied these effects to ALL FS2 and BP primaries and the end result is quite snazzy. It is quite awesome to see small explosions coming out on the other side of enemy fighter. Large UEF mass drivers really seem powerful when their hits are accompanied by huge burst of flames on the other side of their unfortunate target. These explosions only occur when target is below 10% hull.

Unfortunately these effects do not work on secondaries in build 5832, but Wanderer has already fixed this. Once the next Windows nightly is out, I'll be sure to include secondaries in the happy family of hull piercers.

Also, you may want to replace Exp04 with ExpMissileHit1 in beams-wep.tbm. While it lacks debris, it is overall a better explosion for this effect.
Title: Re: oh man this is so cool
Post by: General Battuta on January 23, 2010, 10:56:13 am
The MediaVPs might consider coming up with a custom explosion effect for this, rather than using one of the existing explosions.

Also, I believe the synced explosions problem was fixed?
Title: Re: oh man this is so cool
Post by: Thaeris on January 23, 2010, 11:00:18 am
Speaking of other fun effects, Komet's Japanese localization mod was supposed to have hull sparking upon weapons impact as well as a few shield-hit affects as well. Will these similarly get into the MediaVPs? Damage effects are fun...  :nod:
Title: Re: oh man this is so cool
Post by: -Norbert- on January 23, 2010, 11:09:25 am
Quote
Unfortunately these effects do not work on secondaries in build 5832, but Wanderer has already fixed this. Once the next Windows nightly is out, I'll be sure to include secondaries in the happy family of hull piercers.
I don't think that's a good idea. Missiles usually explode on impact, thus they really shouldn't have explosions on the other side of the ships. Unless of course you add a ballistic cannon that can be equiped into the secondary banks (Dawn of Sol had one such weapon.... can't remember the name though... something starting with S).

Quote
The blob itself does not appear from other side of the hull, but explosions occur as usual.
Is that also the case for Railguns? As far as I understand it, in terms of gamemechanics Railguns are "just" blob turrets. Because I'd really like to see those weaopns punching through ships and coming out on the other side.
Title: Re: oh man this is so cool
Post by: General Battuta on January 23, 2010, 11:11:25 am
Missiles definitely create explosion plumes in real life. Warheads are generally directional.

In any case, again, the plume can be set on a per-weapon basis.
Title: Re: oh man this is so cool
Post by: MatthTheGeek on January 23, 2010, 12:07:48 pm
I have applied these effects to ALL FS2 and BP primaries and the end result is quite snazzy. It is quite awesome to see small explosions coming out on the other side of enemy fighter. Large UEF mass drivers really seem powerful when their hits are accompanied by huge burst of flames on the other side of their unfortunate target. These explosions only occur when target is below 10% hull.
Could you give us the tbm for all FS2 primaries please ? It will avoid for everyone wanting to see that to loose time manually copypasting and renaming all this stuff.
Title: Re: oh man this is so cool
Post by: Fury on January 23, 2010, 12:53:48 pm
I'll consider that once next nightly is out and I have secondaries finished. Though it slightly bothers me that if I do that, it's one less "new and awesome feature" in BP.
Title: Re: oh man this is so cool
Post by: Vidmaster on January 23, 2010, 01:14:51 pm
It looks a bit silly with a ship that small and that many beams but I guess that's for testing purposes.

Will that effect be implemented into the standard MediaVPs as well?

DEMANDING DEMANDING DEMANDING!!!
Title: Re: oh man this is so cool
Post by: Felix 039 on January 23, 2010, 01:21:18 pm
Do you mean we get to see a "hole punch" effect on ships?
Title: Re: oh man this is so cool
Post by: Zacam on January 23, 2010, 02:02:36 pm
FSU will be releasing an interim tbm for use with the MediaVPs as soon as numbers get solidified.

It won't be officially support on 3.6.10 (and will require a Nightly Build to use) but it will be standard in the next MediaVP release.
Title: Re: oh man this is so cool
Post by: -Norbert- on January 23, 2010, 02:09:39 pm
Quote
Missiles definitely create explosion plumes in real life. Warheads are generally directional.
But strong enough to punch through a destroyer? As you said yourself it's on a per-weapon basis. So while it may look great against cruisers it would look rather odd on the biggies, or if a missle hits the front or rear of a ship and produces a secondary explosion hundreds of meters away on the other end of the ship.
Title: Re: oh man this is so cool
Post by: Galemp on January 23, 2010, 02:34:22 pm
Fantastic. I'm also in the 'reduce the size of the exit plume' camp--it's augmenting the existing effect, not a total replacement, so should be seriously toned down.

The slash effect is amazing! Someone could whip up a custom effect for that with a red glow of molten metal that fades slowly.

Since it's a particle effect, how does this work on moving targets?
Title: Re: oh man this is so cool
Post by: Fury on January 23, 2010, 02:48:02 pm
Fantastic. I'm also in the 'reduce the size of the exit plume' camp--it's augmenting the existing effect, not a total replacement, so should be seriously toned down.
Since build 5832 it's possible to control the effect via velocity modifier.

Since it's a particle effect, how does this work on moving targets?
Not well, hence it's disabled for AAA beams in BP tables.
Title: Re: oh man this is so cool
Post by: Fury on January 23, 2010, 03:26:41 pm
These screenshots show further tweaked beam effects using standard MV_Effects assets.
(http://img508.imageshack.us/img508/6826/screen0057.th.png) (http://img508.imageshack.us/i/screen0057.png/) (http://img25.imageshack.us/img25/9725/screen0062.th.png) (http://img25.imageshack.us/i/screen0062.png/) (http://img229.imageshack.us/img229/5285/screen0063.th.png) (http://img229.imageshack.us/i/screen0063.png/)
Title: Re: oh man this is so cool
Post by: Galemp on January 23, 2010, 04:44:26 pm
Can you shorten the plume to about 40% of its current length, and show us?
Title: Re: oh man this is so cool
Post by: High Max on January 23, 2010, 05:13:28 pm
;-)
Title: Re: oh man this is so cool
Post by: Nuclear1 on January 24, 2010, 12:42:06 am
Holy crap.  This is amazing. 

I love you guys.
Title: Re: oh man this is so cool
Post by: Ypoknons on January 24, 2010, 03:00:10 am
I think the idea is to remind us that the beam is blowing a hole in the ship and superheated fragments are coming out the other side, right?
Title: Re: oh man this is so cool
Post by: General Battuta on January 24, 2010, 03:01:10 am
Quite so.
Title: Re: oh man this is so cool
Post by: Wanderer on January 24, 2010, 03:16:27 pm
Speaking of other fun effects, Komet's Japanese localization mod was supposed to have hull sparking upon weapons impact as well as a few shield-hit affects as well. Will these similarly get into the MediaVPs? Damage effects are fun...  :nod:

Yes - but at least i wont start porting over other features unless requested to (and possibly not even then).
Title: Re: oh man this is so cool
Post by: Thaeris on January 24, 2010, 05:04:32 pm
EPIC WIN!!!
Title: Re: oh man this is so cool
Post by: redsniper on January 24, 2010, 05:46:53 pm
Quote
[17:44] <redsniper> I like how whenever we get a new feature implemented in FSO, at first it's WAY overdone
[17:45] <@Battuta> heheh yeah
[17:45] <redsniper> then toned down later

This is pretty amazing guys. I love long time. :yes:
Title: Re: oh man this is so cool
Post by: Kolgena on January 24, 2010, 08:34:03 pm
Few things to say:

1. Wow.
2. Wow.
3. Wow.
4. I agree that the effect needs to be toned down a fair bit. Kilometer long trails that seem to show more debris coming out of the ship than it seemed to contain in the hole that got blown through it looks odd.
5. Wow.
6. Wow.
Title: Re: oh man this is so cool
Post by: Cobra on January 24, 2010, 08:44:16 pm
Oh God. This is making me break down and download the nightlies before two weeks later. This is ****ing epic. Can't wait to see it work on railguns.
Title: Re: oh man this is so cool
Post by: Aardwolf on January 25, 2010, 06:40:47 am
I think the effect might look better if instead of a standard explosion effect, it used something that just expands and fades... of course, in the actual fs2 intro cutscene there was some debris, but it was slow moving and entirely at the site of impact...

Also, too chunky.

But I like the idea. Especially the slash trail thing... but it could use some work.
Title: Re: oh man this is so cool
Post by: Fury on January 25, 2010, 08:55:00 am
I take you're volunteering to create those new effects then? If so, head here: http://www.hard-light.net/forums/index.php?topic=67716.0
Title: Re: oh man this is so cool
Post by: jr2 on January 25, 2010, 09:07:13 am
I take you're volunteering to create those new effects then? If so, head here: http://www.hard-light.net/forums/index.php?topic=67716.0

QFT
Title: Re: oh man this is so cool
Post by: Maverick on January 25, 2010, 11:24:10 am
I must say this has become so impressive and that it was surprising that it wasnt made anytime sooner.... playing through some campaigns now and seeing ships in the distance battling with beams and seeing at least the glowing impacts on their hulls in the distance really gives it a more dynamic visual effect....
Title: Re: oh man this is so cool
Post by: The E on January 25, 2010, 11:34:02 am
This wasn't done sooner because it wasn't really possible to do it. The code with the necessary features was only committed a rather short time ago.
Title: Re: oh man this is so cool
Post by: Nuclear1 on January 27, 2010, 12:26:12 am
Alright, here's my 2 cents:

This effect is awesome.  As in, this is easily one of the most awesome visual effects of FSO, next to glowmaps and ambient_factor.  You guys should very much be commended for everything BP has so far contributed to FSO gameplay--and you haven't even forced us to wait for the release to give it to us. :)

That said, here's what I think can be improved on:

1.  Like everyone's said, shorter trails.  Blah blah blah ad naseum.
2.  I think this was mentioned a while back, but different effects for different ships and beams.  I think the original effect looks a little silly on an Aeolus--but the effect Fury showed in the second pic of his most recent upload looks perfect for cruisers.  Corvettes and up--fire away with the original.  It looks amazing.
3.  The slash effect looks great--if you're not using the original effect (the "burst with debris flying everywhere" effect--it just looks too crowded and messy).  The same effect I mentioned above though, would look great on it too.

I honestly haven't played around with the table, and since it's midnight right now, I probably won't till tomorrow.  But I'll look around at it and play around.  I'll upload some screenshots too. :)

Wonderful job guys! :yes:
Title: Re: oh man this is so cool
Post by: Stormkeeper on January 27, 2010, 01:03:21 am
THIS IS SO FAPPABLE!
Title: Re: oh man this is so cool
Post by: AlphaZero on January 27, 2010, 02:22:31 am
Holy **** ORGASM.
Title: Re: oh man this is so cool
Post by: General Battuta on January 27, 2010, 02:24:28 am
I can confirm the effect is working brilliantly on railguns, too.

I just saw a gauss cannon round go through a cruiser lengthwise. Cored the ship and it peeled apart like an apple.

Ugly stuff.
Title: Re: oh man this is so cool
Post by: -Norbert- on January 27, 2010, 03:25:50 am
Did the projectile come out the other side or was it just explosions?
Title: Re: oh man this is so cool
Post by: Fury on January 27, 2010, 03:31:43 am
It's just explosions.
Title: Re: oh man this is so cool
Post by: Fury on January 27, 2010, 04:37:23 am
Note that the tbm's I posted in the first page of this topic do not work as advertised because behavior of piercing feature was changed in build 5832. If you want to tweak them, you need to read this topic for examples. http://www.hard-light.net/forums/index.php?topic=67706.0
Title: Re: oh man this is so cool
Post by: -Norbert- on January 27, 2010, 05:17:52 am
Code: [Select]
+Beam Piercing Effect Velocity: 500
+Beam Piercing Splash Effect Velocity: 500
+Beam Piercing Effect Variance: 0.0

So in order to make the tables compatible with nightly 5832+ those three lines have to be added to every beam in the table. But what do they mean exactly?
Do they controll how fast the debris are speeding form the ship or how far out they go?

And on a sidenote: If a ship is set to invulnerable on 1% hull, does it get pierced by beams?
Title: Re: oh man this is so cool
Post by: Fury on January 27, 2010, 05:25:13 am
+Beam Piercing Effect Velocity:
Velocity of beam piercing effect, practically means length of the effect. Higher value, longer effect.

+Beam Piercing Splash Effect Velocity:
Same as above, but for the splash effect that goes opposite direction.

+Beam Piercing Effect Variance:
Basically determines how spread out piercing effect is. For example slasher type beams could use value of 0.025.

I don't know about 1% invulnerability, never tested. Try it out and don't forget to try guardian too!
Title: Re: oh man this is so cool
Post by: General Battuta on January 27, 2010, 09:23:18 am
And on a sidenote: If a ship is set to invulnerable on 1% hull, does it get pierced by beams?

You should always use the 'rand' operator to randomize the guardian threshold, if possible.
Title: Re: oh man this is so cool
Post by: MatthTheGeek on January 27, 2010, 10:07:10 am
Seems that the beam start to pierce as soon as the hull is below critical, whether it's guardianed/invulnerable or not.

+Beam Piercing Effect Velocity:
Velocity of beam piercing effect, practically means length of the effect. Higher value, longer effect.

+Beam Piercing Splash Effect Velocity:
Same as above, but for the splash effect that goes opposite direction.

+Beam Piercing Effect Variance:
Basically determines how spread out piercing effect is. For example slasher type beams could use value of 0.025.

For those interested, personal tests made me choose 900 velocity for a credible effect. I'd like to know which value everyone find fitting.

Thanks for the description of the Variance effect, I'm trying it out :)
Title: Re: oh man this is so cool
Post by: Dilmah G on January 27, 2010, 10:09:34 am
And on a sidenote: If a ship is set to invulnerable on 1% hull, does it get pierced by beams?

You should always use the 'rand' operator to randomize the guardian threshold, if possible.
I had no idea about this. :P
Title: Re: oh man this is so cool
Post by: -Norbert- on January 27, 2010, 10:23:15 am
I wasn't really planning on fredding a mission. I just though that if invulnerable ships are still pierced, I could just set up my table file in a way that gives every beam a different value for the effect and then have those beams fired in sequence on the target, to see which value looks the best.
Just to see a couple of different settings in one go instead of constantly restarting the test mission.
Title: Re: oh man this is so cool
Post by: Fury on January 27, 2010, 10:38:18 am
For those interested, personal tests made me choose 900 velocity for a credible effect. I'd like to know which value everyone find fitting.
I'm using weapon velocity/4. For beams 500, which is then highest velocity of all weapon piercing effects. Works well.

Edit: Damn, not two. Four.

Edit 2: And in fact, beams were using 500 as velocity value in the three screenshots I posted two pages back. Which is significantly shorter than what it was in builds preceding 5832 and in the first screenshot.
Title: Re: oh man this is so cool
Post by: -Norbert- on January 27, 2010, 10:58:31 am
Just put together a little testmission with a 1% invulnerable Sathanas and a few Mjolnis firing at it.
A few refused to fire at all and the actual Mjolnir beam didn't punch through. But the BFRed and BGreen which fired a few seconds later punched through nicely.

Any idea why the MjolnirBeam can't pierce? Here is what my table entry looks like. I just took the three lines out of Fury's example in the other thread and pasted them below the original table entry.

Code: [Select]
$Name: MjolnirBeam
+nocreate
$Impact Explosion Radius: 75
$BeamInfo:
+Beam Flash Effect: ParticleSmoke01
+Beam Flash Radius: 50
+Beam Piercing Effect: Exp04
+Beam Piercing Radius: 75
+Beam Piercing Effect Velocity: 500
+Beam Piercing Splash Effect Velocity: 500
+Beam Piercing Effect Variance: 0.0

Edit: Did a bit of further testing and non of the Slashers is piercing the Sathanas either.
Edit2: Just tested the same with a Demon instead of a Sath and there the beams punch through nice and clean. But apart form BGreen, BFGreen, LRBGreen and BFRed the beams punch only through a Sathanas on my computer if the Sath is already exploding (no matter if it's invulnerable or not).

Oh and I put my table entries to 300 now, except the slashers, those I set the 150.
Title: Re: oh man this is so cool
Post by: Fury on January 27, 2010, 11:25:47 am
It might be because the game doesn't think one hit from slashers or MjolnirBeam does enough damage to kill Sathanas at 1% hull. For beam piercing effect to occur, the beam would have to do enough damage to score a killing hit. This is calculated pre-impact and thus target may survive the hit if the beam can't do its full damage, piercing effect would still occur during the duration of impact. That's the default behavior anyway, I'm hoping Wanderer would implement a way to override that.

http://www.hard-light.net/forums/index.php?topic=67790.0
Title: Re: oh man this is so cool
Post by: -Norbert- on January 27, 2010, 01:05:38 pm
In case someone doesn't want to (or knows how to) make their own beam pierce table file for Blue Planet AoA and doesn't want to wait for the re-release, you can have mine  ;)

Unless I oversaw something I put all the beams from BP AoA into it, with the exception of one. In the table file is one "HRed". At first I though it would be from the Dante, but that one uses only stock FS2 beams. While it does show up in FRED I have no idea what ship it's supposed to belong to.

[attachment deleted by admin]
Title: Re: oh man this is so cool
Post by: General Battuta on January 27, 2010, 01:17:37 pm
The Director's Cut re-release is intended to work on 3.6.10 Final, and so it won't include beam pierce effects (so far as I know.)
Title: Re: oh man this is so cool
Post by: Dragon on January 27, 2010, 01:20:32 pm
In the table file is one "HRed". At first I though it would be from the Dante, but that one uses only stock FS2 beams. While it does show up in FRED I have no idea what ship it's supposed to belong to.
It's used by Ravana somewhere in the campaign, it was added to it via FRED.
Title: Re: oh man this is so cool
Post by: General Battuta on January 27, 2010, 01:23:54 pm
It is!?
Title: Re: oh man this is so cool
Post by: -Norbert- on January 27, 2010, 01:28:38 pm
Quote
The Director's Cut re-release is intended to work on 3.6.10 Final, and so it won't include beam pierce effects (so far as I know.)
All the more reason for me to make my own table file then :D


Okay.... the table file worked fine on the Beam test mission and on the cutscene mission. But as soon as the first real mission starts the game tells me it can't find two weapons....
What did I do wrong?

Edit: Scratch that. the problem seems to come from using the nightly build, since I get the same error even when not using my custom table.
Despite the warning the mission itself seems to run fine though.
Title: Re: oh man this is so cool
Post by: Fury on January 27, 2010, 01:37:44 pm
The Director's Cut re-release is intended to work on 3.6.10 Final, and so it won't include beam pierce effects (so far as I know.)
What Battuta doesn't tell you, is that I am planning to release 3.6.12 update to AoA later. When this happens I'm not sure, but at the minimum I'm waiting for the first fs2_open 3.6.12 release candidate. This update brings many new features to AoA, including new beam effects, custom AI, post processing and whatever else I can implement without much hassle.

What remains unknown is whether this 3.6.12 update will be officially supported. Custom AI alone has potential to heavily change mission balance.
Title: Re: oh man this is so cool
Post by: -Norbert- on January 27, 2010, 01:39:50 pm
Will it be possible to switch the custom AI on/off in the Launcher?
Title: Re: oh man this is so cool
Post by: Fury on January 27, 2010, 01:44:08 pm
No

Edit: To continue my previous post. I already have all weapons covered when it comes to these new effects, so all you have to do is to wait for the 3.6.12 update for AoA to get them.
Title: Re: oh man this is so cool
Post by: Dragon on January 27, 2010, 03:55:45 pm
It is!?
Or at least was in 3.6.9.
It may also be in 3.6.10 release, I don't know if a current WiP version still have it.
Title: Re: oh man this is so cool
Post by: -Norbert- on January 27, 2010, 04:04:05 pm
Could it be used as the sidebeam in the missions against the Lucifer?
Title: Re: oh man this is so cool
Post by: Darius on January 27, 2010, 07:35:54 pm
HReds were the Lucifer's forward beams, and the Ravana's in "Keepers of Hell".
Title: Re: oh man this is so cool
Post by: Bobboau on January 31, 2010, 02:18:29 pm
there needs to be a huge fireball at the moment of impact of a piercing beam, some thing to indicate the 'punch' part of the punch through. could there be a way of defining multiple piercing effects, each with a different bitmap, and maybe a max duration, so you could define a really wide slow piercing that only lasts half a second and uses something a little more fiery, in addition to the existing effect.
Title: Re: oh man this is so cool
Post by: sigtau on February 06, 2010, 08:19:52 pm
While I'm thinking about it...

On the exit plume of fire that comes from a beam piercing the ship, would it be possible to have small chunks of debris come flying out, textured to look like they're charred?  Some kind of small debris models that appear inside the explosion plume so that you don't actually see them "appear," but they come from the fire plume?
Title: Re: oh man this is so cool
Post by: General Battuta on February 06, 2010, 09:06:58 pm
One of the explosion effects that could be used for the plume contains debris sprites.

Model spawning would be something completely else. If you want it, go code it.
Title: Re: oh man this is so cool
Post by: headdie on February 10, 2010, 03:55:39 pm
 hit http://www.hard-light.net/forums/index.php?board=173.0 to find the latest nightly builds
Title: Re: oh man this is so cool
Post by: JCDNWarrior on February 11, 2010, 04:45:48 am
@ OP,

That is a really amazing effect, right there. I'm definitely looking forward to see many more of the effects. BP: War In Heaven can't get here soon enough. Definitely nice to update people about this! =)
Title: Re: oh man this is so cool
Post by: Renegade on February 20, 2010, 12:41:27 pm
Yah looks so coool.
I testet with 3.6.12 RC1 and looks amazing !!!!
Wonderful work !!!!

Greetings Peter
Title: Re: oh man this is so cool
Post by: Fury on February 21, 2010, 11:34:57 am
Just so you're all aware, latest edition of hull piercing effects and much more can be found in Blue Planet: Age of Aquarius 3.6.12 Feature Pack (http://www.hard-light.net/forums/index.php?topic=68214.msg1347074#msg1347074).
Title: Re: oh man this is so cool
Post by: Renegade on February 21, 2010, 12:22:17 pm
Wow this is Awesome..much better as the 2 Tables from the other Thread.
I only use the bp-3612-sfx.vp throwing in Mediavps and the effect is truly awesome.
So much Fire and cool Flares. I cant turn back my eyes from the Massive Battle2 from the Tech room..

It Rockz really.....
Thanks Guys really....

Title: Re: oh man this is so cool
Post by: Fury on February 21, 2010, 12:27:21 pm
*headdesk*
Quote
Extract blueplanet-3612 folder from this 7z-file to your FreeSpace 2 folder. This is a mod of its own, it is NOT to be installed to either mediavps or blueplanet.
:sigh:

If you had run debug build, it would crash on you because it can't find an effects file that is in the new BP: AoA.
Title: Re: oh man this is so cool
Post by: Renegade on February 21, 2010, 01:02:28 pm
Thanks .. good to know.
Now i have bind this stuff mow in the launcher with -mod 3612effects (i renamed)
If i had to run an Debug Build i remove this.

thanks a lot.
So i can use this easy @ all Mods.

Greetings Peter

Title: Re: oh man this is so cool
Post by: Kolgena on February 22, 2010, 01:28:37 pm
I actually preferred exp04 to exp06. Sure, 06 doesn't have really obvious synchronized explosions, but exp04 adds a little more depth and variety to my explosions.

Anyhow, I remember reading that a new effect might be made for beam pierce. Is that still happening?
Title: Re: oh man this is so cool
Post by: Nighteyes on February 23, 2010, 06:11:40 pm
in due time you will all get LOTS of new effects/explosions to play with  :pimp:
Title: Re: oh man this is so cool
Post by: manwiththemachinegun on February 23, 2010, 06:37:09 pm
Quick question about using multiple mods.

So I have the Special effects mod (bp-3612-sfx.vp) in it's own folder and am running it through the launcher with Inferno. The only thing is, when I run the FS2 main campaign, the head of Command is replaced by the Admiral of the Temeraire which is amusing to say the least.

So, if I just want to run mediavps 3.6.10 with the extra 3612 special effects, I just need to edit the main .mod folder in the FS2 directory? I've never used multiple mods before, which is why I ask. What format of code do I need to add? Do I use Inferno? Or Vanilla 3.6.10?
Title: Re: oh man this is so cool
Post by: The E on February 23, 2010, 07:02:00 pm
If you want only the new Effects or AI, you need to edit the mod.ini so that it doesn't load the main blueplanet mod anymore. Or make a new mod with a new mod.ini that only loads the mediavps.
Title: Re: oh man this is so cool
Post by: manwiththemachinegun on February 23, 2010, 07:45:24 pm
Ah, great. Works fine now. Can't wait to redo FS2 with all the lovely shiny bits.  :pimp: