Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Assassin on July 07, 2002, 01:23:57 pm

Title: Secondary weapon problems
Post by: Assassin on July 07, 2002, 01:23:57 pm
Hey guys, I'm having a trouble here. I am trying to create an energy torpedo as a secondary weapon, which involves having no .POF and importing the colour and laser length etc. of a primary weapon. Of course you can understand the problem of FS2 crashing when trying to fire this weapon because I suppose the Source Code dictates that secondary weapons, well at least bombs, need to have a .pof file.

I can understand and appreciate the problem, has anybody got any ideas on alternatives I could use to get the same effect? Note that I do not have any modelling programs or experience. Thank you.
Title: Re: Secondary weapon problems
Post by: aldo_14 on July 07, 2002, 01:38:23 pm
Quote
Originally posted by Assassin
Hey guys, I'm having a trouble here. I am trying to create an energy torpedo as a secondary weapon, which involves having no .POF and importing the colour and laser length etc. of a primary weapon. Of course you can understand the problem of FS2 crashing when trying to fire this weapon because I suppose the Source Code dictates that secondary weapons, well at least bombs, need to have a .pof file.

I can understand and appreciate the problem, has anybody got any ideas on alternatives I could use to get the same effect? Note that I do not have any modelling programs or experience. Thank you.


Use a pof with the invisible texture applied to it.
Title: Secondary weapon problems
Post by: Assassin on July 07, 2002, 01:42:26 pm
Excellent idea, I think I still have the necessary programme and expertise to do that, but what about the glow effect? I'm after an effect somewhat like a photon torpedo from star trek. I have the graphic I want but how can I use that in conjuction with a .pof with invisible texture?
Title: Secondary weapon problems
Post by: Assassin on July 07, 2002, 01:53:48 pm
I'm going to try changing the thruster glow in the model info to the name of the effect I want and remove the glow code from the missile in the .tbl...


...Just done, it worked this time although I find the effect really small due to how small the thruster part of the .pof must be. Going to set entire model's texture to effect.. lol..
Title: Secondary weapon problems
Post by: StratComm on July 07, 2002, 03:25:37 pm
You do realize that you can edit the size of the thruster glow, don't you?
Title: Secondary weapon problems
Post by: Assassin on July 08, 2002, 10:06:01 am
It's all sorted now. I upped the diameter of the engine glow, but I could only see the effect when behind the weapon, but not whilst in front. So I created another engine glow, same positioning but facing the opposite direction. :)
Title: Secondary weapon problems
Post by: Petrarch of the VBB on July 08, 2002, 01:10:11 pm
Well done, but what about viewing from the sides?
Title: Secondary weapon problems
Post by: Silver_Scythe on July 08, 2002, 01:15:03 pm
Its already been done by me ;)
Download the Railgun mod someone did a while back and use the POF that comes in that. It is a simple elongated sphere textured with the Thruster tex and has 2 engine glows front and back so you can see the effect from all sides. My only problem is changing the engine glow bitmap to something more "photon torpedoish"
Title: Secondary weapon problems
Post by: Assassin on July 08, 2002, 02:22:24 pm
Yes when viewing from sides there is a split-second frame of seeing nothing, but it is literally one frame. I will however add 4 more glow points to face to every remaining side. :)
Title: Secondary weapon problems
Post by: Assassin on July 09, 2002, 03:09:42 am
Of course I could just move one of the glowpoints backwards so that the two glowpoints face each other and face past each other, overlapping.

That would do it. :)