Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Blazar on July 26, 2012, 08:21:14 am

Title: Engine trails
Post by: Blazar on July 26, 2012, 08:21:14 am
I want to make engine trails for a fenris type ship.
1. mediavps_3612 > extracted the .vo
> data > tables > mv_trails-shp.tbm
2. added the mod ship name and copy the info form the fenris:

$Thruster Bitmap 2: thruster02-01LessHaze
$Thruster02 Radius factor: 0.75
$Thruster02 Length factor: 0.6
and changed it to
$Thruster02 Radius factor: 0.75
$Thruster02 Length factor: 5.0

and i placed the mv_trails-shp.tbm in the tables map of the mod

3. added the thruster02-01LessHaze to the map folder of the mod dir.
No effect

4. After that i added to the smod ship -tbm:

$Trail:
   +Offset:               0.0, 0.0, -125
   +Start Width:            10
   +End Width:               5
   +Start Alpha:            0.8
   +End Alpha:               0.4
   +Max Life:               60
   +Spew Time:               30
   +Bitmap:                  thruster02-01LessHaze

#End   

I got this from the debugger:
shp.tbm(line 75:
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [+Offset:                  0.0, 0.0, -125].

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>

I want to use is without afterburner.
For research i have checked this:
http://www.hard-light.net/wiki/index.php/Ships.tbl/CVS_version
http://www.hard-light.net/forums/index.php?topic=45473.msg926642#msg926642
http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Trails:
Title: Re: Engine trails
Post by: Blazar on July 26, 2012, 08:26:34 am
I have corrected the error form the debug:
found [+Offset:                  0.0, 0.0, -125]

The game starts but still no trails.

Title: Re: Engine trails
Post by: pecenipicek on July 26, 2012, 08:28:43 am
enable the trails in-mission, (mission specs editor i believe), or make the mission a nebula mish.
Title: Re: Engine trails
Post by: MatthTheGeek on July 26, 2012, 08:31:01 am
Yup. And if that doesn't work, get us a debug log (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359).
Title: Re: Engine trails
Post by: Blazar on July 26, 2012, 09:15:45 am
This is the link to the debug log posted in pastebin

http://pastebin.com/vb78QLEY
Title: Re: Engine trails
Post by: MatthTheGeek on July 26, 2012, 09:23:02 am
First things first : move your FS install somewhere else than C:\Program Files (x86)\GOG.com\Freespace 2\. Not only putting FS in Program Files is a terrible idea, but also the absolute path is too long and is going to cause trouble for mods with long file names, since the absolute path for files to be loaded in FSO is restricted to (IIRC) 32 characters.

Second things second :
Code: [Select]
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\fsport\fsport3_1_1.vp'Why are you using an outdated FSPort version ? Latest is 3.3 (http://www.hard-light.net/forums/index.php?topic=76733.0).

That won't necessarily fix your problems, but we'll find it more easily once you've cleaned those.
Title: Re: Engine trails
Post by: Blazar on July 26, 2012, 11:26:37 am
During some cleaning up with the info form the debugger log, it suddenly worked.
I do have contrails now, although the effect is not good, there are stripes instead of particles, like "smoke"
form the engine. I have played with the different settings of the $Trail in the mod ship-tbm.
Any suggestions as how to create a realistically looking trail like in this example:

http://youtu.be/hFRWVhHCJCc

The engine effect and trails are pretty realistically looking.
Title: Re: Engine trails
Post by: pecenipicek on July 26, 2012, 11:51:19 am
no way, and no, that isnt realistic. you might try having some poofy texture using trail, but other than that... nope.
Title: Re: Engine trails
Post by: BlasterNT on July 27, 2012, 11:30:51 pm
IIRC, a few mods have trails like that..  does WoD?
Title: Re: Engine trails
Post by: An4ximandros on July 28, 2012, 01:13:43 am
*Sigh* Someone HAD to put a link to a Nexus vid...  :(

Can't you place a particle emitter behind the engines? that might do the trick.
Title: Re: Engine trails
Post by: BlasterNT on July 28, 2012, 01:13:04 pm
Yeah, take a look at the trails in STR.  Basically all you need is a good tiling bitmap