Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Fury on January 23, 2010, 02:02:28 am
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MV_Advanced has Exp04 which works okay, but I'm quite certain talented people like you can come up with something much better for hull piercing explosion.
By piercing effects I mean this:
(http://img24.imageshack.us/img24/3494/gutted.th.png) (http://img24.imageshack.us/i/gutted.png/)
These effects are now possible with 3.6.11 build 5832 on normal primary weapons too and later will be for secondaries as well. Hence there is need for better piercing explosion effect. Preferably something that scales well from small weapons to huge weapons, works for beams, blobs and missiles. No easy task but I'm sure someone is capable of delivering. :)
Thanks in advance.
P.S. Zacam is also looking for someone to create this new effect for mediavps. So why not kill two birds with one stone?
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This allready looks pretty cool. Not perfect but cool. Good work.
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These effects are now possible with 3.6.11 build 5832 on normal primary weapons too and later will be for secondaries as well.
Wasn't this one of the features that was in the "Japanese Localization" version? Is this a merge of part of that?
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It may be, but we're looking for effect itself, as we'd like to replace Exp04 with something better.
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I tested it out with Exp11 I made and it looks pretty nice, only complaint I have is that it uses only 1 explosion effect, is it possible to make it use 2 or even 3 effects? spawning the same effect multiple times shows and removes credability... also for some reason when I tested it the effect was really mild, it didn't spawn long trails like in the posted picture...
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also for some reason when I tested it the effect was really mild, it didn't spawn long trails like in the posted picture...
That would be because behavior was changed in build 5832 as I requested Wanderer to add more control over the effect.
http://www.hard-light.net/forums/index.php?topic=67706.msg1337312#msg1337312
Instead of using exp04, use expmissilehit if you're comparing to mvp assets. Expmissilehit works much, much better.
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These effects are now possible with 3.6.11 build 5832 on normal primary weapons too and later will be for secondaries as well.
Wasn't this one of the features that was in the "Japanese Localization" version? Is this a merge of part of that?
I believe what Komet did was to implement surface hit effects: Sparks would blast out from a hit against a hull, etc. I don't think he had a debris plume from a critical beam hit, though. However, the best way to find out is to re-read that thread...
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He also had a "pierce on death" effect, which is what was implemented.
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I tested it out with Exp11 I made and it looks pretty nice, only complaint I have is that it uses only 1 explosion effect, is it possible to make it use 2 or even 3 effects? spawning the same effect multiple times shows and removes credability... also for some reason when I tested it the effect was really mild, it didn't spawn long trails like in the posted picture...
The problem is, the only version of Exp11 I have is about 500 frames long, which sometimes overloads bitmap cache (or something like that) and results in texture corruption, as well as FPS drop.
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Yeah, that's a real issue. I've experienced the same.
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strange... you do know that the version on the thread of "hollywood effects" is only 180 frames long? thats the version I use for it... but as I said, this effect need to spawn at least 2 explosions, as right now it looks like the explosions tile...
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Your upgraded effects do not cause the same problem, correct.
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For advanced effects less than 200 frames is probably fine, but standard needs to be less than 100 frames to ensure that even lower end PC's can enjoy good effects.
Exp11 from hollywood effects pack is better as a replacement to exp05 and/or exp06, rather than piercing effect.
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I think having the pierce effect move along the direction of the beam shot is not quite how it should be done...
If you observe the FS2 intro, for example, it's really more as though there were a single burst of material emitted as the beam first exited on the far side... however achieving such an effect might be kind of difficult. As for the slash effect, it seems like it was yellow in the cutscenes.
Another example is the GTC Vigilant ambush cb anim... it's a yellow trail flush with the model (sort of like decals, but unfortunately that code is somewhat DEAD)... but there's also some particle spew, it seems.
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That's pretty much how it works.