Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Star-Epock on May 14, 2002, 06:55:04 am
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Im putting together a new wepon for a captial ship. And it fires, hits blows stuff up ok, byt Im having major problems changing the way it looks!
Despit editing the propeties of initial speed etc in the table, the RGB colour, size head and tail size of the laser it remains a boring and plain white normal size laser shot :mad:
Since its BIG Im considering using a POF model with it as is used with the beams. Its essentialy a ball shape with a tail, but im not sure about how the orientation of it is implemented.
It looks a bit like an icecream.... so I dont want my ships fireing strange green icecream cones out sideways on...
As far as the entry goes, I just copied a terran turret, and edited it. Fred picks it up ok and the fenris fires it ok, with the right delay, and power consumption..
I just wondered whether I was making some obvious blunder?
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Originally posted by Star-Epock
Im putting together a new wepon for a captial ship. And it fires, hits blows stuff up ok, byt Im having major problems changing the way it looks!
Despit editing the propeties of initial speed etc in the table, the RGB colour, size head and tail size of the laser it remains a boring and plain white normal size laser shot :mad:
Since its BIG Im considering using a POF model with it as is used with the beams. Its essentialy a ball shape with a tail, but im not sure about how the orientation of it is implemented.
It looks a bit like an icecream.... so I dont want my ships fireing strange green icecream cones out sideways on...
As far as the entry goes, I just copied a terran turret, and edited it. Fred picks it up ok and the fenris fires it ok, with the right delay, and power consumption..
I just wondered whether I was making some obvious blunder?
Laser PCX image?
I've a feeling that the RGB may only be for the lighting effects on the laser......
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Im using Laserglow3.
It seems to be defaulting to Laserglow1, which is the white one I think...
What about the POF, any ideas on that?
Erm, I made the icecream cone in Truespace 1, so is anyone willing to convert it to TS 3+, so I can POF it plz???
Questions.
1. Is ther, Converted models from FS1 to FS2 for the following:
Apollo, Valkyrie, Shaitan, Scorpion, Fenris (No Beam Turrets) Leviathan (NBT) Cain (NBT) Lilith (NBT). All with the original FS1 Skins but usable in 1024x768 in Fs2?
2. Has anyone cracked the prob of putting PROPER shields on Caps?
3. In Wepons TBL there are references to Numbers such as "88" for gun and hit sounds etc. Has anyone produced a list showing which number is relevant to which sound? Also if a new sound is used can it be referenced only by adding a new number, or replacing an existing on?
WHAT NEEDS DOING, using the source code so missions can be ended without the piloted ship jumping out, this makes campaigns really hard to do without the blasted "RED ALERT!" not to mention you cant be based on an arcadia, if you have to jump out after each mission etc!:doubt:
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Originally posted by Star-Epock
1. Is ther, Converted models from FS1 to FS2 for the following:
Apollo, Valkyrie, Shaitan, Scorpion, Fenris (No Beam Turrets) Leviathan (NBT) Cain (NBT) Lilith (NBT). All with the original FS1 Skins but usable in 1024x768 in Fs2?
2. Has anyone cracked the prob of putting PROPER shields on Caps?
3. In Wepons TBL there are references to Numbers such as "88" for gun and hit sounds etc. Has anyone produced a list showing which number is relevant to which sound? Also if a new sound is used can it be referenced only by adding a new number, or replacing an existing on?
1. GalacticEmperors Conversion. They have a site. And you can just replace the beam turrets in FRED2 under the weapons menu.
2. see the shielded lucifer thread. Search is A1-SUPAR (I just had to say that :p ).
3. All numbers/entries are in sounds.tbl add a new number with entry in the sounds.tbl, and you're good to go.
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TS1 can be used to make cob/scn files that can be turned into pofs. The main thing to remember in TS1 for something like this is to make sure the model faces left from the top down view and for a single object model you should group a light to it as a child so PCS will convert it. (Despite what others may have said, you can even make turreted ships using TS1. But TS1 is in my opionion the program of last resort for modelling. Wings3D from Wings3D.com is better for mesh building.) I'm not quite sure what values you changed to try and change the color, but I changed the color of a mod made primary weapon easily when I made it into a turret weapon.
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The laser RGB values only change the colour of the glow that is cast on ships, etc. by the laser blot. The appearance of the actual blob that is the laser is really just a pcx file. If you want a new look for your laser, make a new pcx file. Alternatively, since you want a green one, try using the pcx from the Prometheus cannon or something.
Oh yes, and beams don't actually use pofs. That is just one of the things that need to be left in the table entry so as not to break the parser. It doesn't do anything for beams.
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I'm having a similar problem. I made my own beam cannon and tried to make it look bright-blue-green, but I just can't seem to get the right color.
There are for values; one for red, one for blue, one for green.
What's the fourth for?
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You won't get the right beam color messing with the RGB values... you have to mess with the sections .pcx maps... :rolleyes:
RGB values are JUST for glows in energy weapons (not beams...) and for the lighning color for all weapons (not missiles... duh!!) also, there is no fourth value in the RGB entry... only for suns, and that's the intensity...
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There IS a fourth number. There are beam sections and for section 1 is is:
255 255 255 255
0 0 0 0
For section 2
150 255 10 50
150 100 250 100
etc...
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Not quite sure, but I don't think those RGBA values do anything anymore. Beams use textures now.
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Oh, you were talking about beams... the fourth value is for intensity... the beams RGBA values are only there to define th color of the luminosity of the beam... so, has got nothing to do with glows...
Oh, and beams ALWAYS used textures :D
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From the comments in the table file it looks like beams may once have used the RGBA values. But from looking through the source code the RGBA values do not seem to be used for anything at all. The only thing that references them is they are assigned to an array in an object. That array, apparently, is never accessed again. (Maybe leftover code junk from a very early beam system?)