Author Topic: What's the best way to make fighter beams?  (Read 2023 times)

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Offline Grug

  • 211
  • From the ashes...
What's the best way to make fighter beams?
Ok lets say I need to make fighter beams for a turret on a player flyable ship.
How would one go about doing such a thing?

I've tried just making a long super fast laser, but that just doesn't get the effect I'm looking for.
And I've messed around with the beam flag and a few fields only to result in crashes.

Can anyone help me please?

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
What's the best way to make fighter beams?
youare useing FSO right?
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Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
What's the best way to make fighter beams?
Unless you're making a Custom Beam just use the existing ones for smaller ships (ie, like AAA's or like SRed). AI controls turrets, NOT the player, You should only be messing with fields if this has custom properties like Image .pcx or other variables (plus to actually be controlled by you it would have to be in a Primary Gun Point Bank, NOT a Turret... Other wise it auto engages and fires at target as per AI's discretion.)

Hope that helps, Guru's correct that if I got anything in error. L8tr.
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

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Offline Grug

  • 211
  • From the ashes...
What's the best way to make fighter beams?
Yes FSO.

So just modify an existing beam? Ok. Thanks.

I'm new to the beam weapon section see. :)

I just hope I can figure out all the fields etc, because I do need a custom effect.
Albeit the Pulsar / Laser weapons from Homeworld2. :)

Thanks again. :D

Edit:
Oh and what of the one that needs to be a primary of a fighter?
What fields do I need to do if the player / ai needs to be able to use it?

Edit:
Mind if I get an answer, the Wiki is missing any information on Fighter Beams, and Beam Texture Tiling and Translation which I would like to know about as well... :)
« Last Edit: March 02, 2005, 11:24:24 pm by 501 »

 

Offline Grug

  • 211
  • From the ashes...
What's the best way to make fighter beams?
Soo...?

How to get a fighter beam to work?

If the wiki was filled out properly there wouldn't be as many questions... =/

 

Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
What's the best way to make fighter beams?
Grug, use this as a template. copy and paste it into your weapons.tbl and tweak as necessary.

$Name:               @Generic Beam
$Model File:               none
@Laser Bitmap:            newglo6
@Laser Color:            255, 192, 64
@Laser Length:               1
@Laser Head Radius:            1
@Laser Tail Radius:            1
$Mass:                  .1
$Velocity:                  5000
$Fire Wait:               .1
$Damage:               10
$Armor Factor:               1
$Shield Factor:               1
$Subsystem Factor:            1
$Lifetime:                  1
$Energy Consumed:            1
$Cargo Size:               0
$Homing:                  NO
$LaunchSnd:               121
$ImpactSnd:               85
$Flags:      ("player allowed" "beam")
$Icon:               iconKayser
$Anim:               Kayser
$Impact Explosion:            exp20
$Impact Explosion Radius:         4
$BeamInfo:
+Type:                  2
+Life:                    2
+Warmup:                 0
+Warmdown:               0
+Radius:                    1
+PCount:                  0
+PRadius:               0
+PAngle:                  0
+PAni:               particleexp01
+Miss Factor:            0 0 0 0 0
+BeamSound:               121
+WarmupSound:               0
+WarmdownSound:               0
+Muzzleglow:            beamglow6
+Shots:                  0
+ShrinkFactor:               0.2
+ShrinkPct:               0.2
$Section:
+Width:                  .125
+Texture:               beam-white2
+RGBA Inner:         255 255 255 255
+RGBA Outer:         150 150 150 10
+Flicker:               .2
+Zadd:               2
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Grug

  • 211
  • From the ashes...
What's the best way to make fighter beams?
Ah thanks a million. :D

Sidenote: Do beams support ani's as the texture?
« Last Edit: March 03, 2005, 05:54:10 am by 501 »

 

Offline AqueousShadow

  • Devil
  • 28
  • Imperial Highway
What's the best way to make fighter beams?
IIRC, no animated beams.

But given the magnitude of information that seems to pass unnoticed all the time, I could be wrong.

 

Offline FireCrack

  • 210
  • meh...
What's the best way to make fighter beams?
you could pan a texture across the whole beam as i  did for my vasudan beams in the media VP

(first column of pixels is frame 1 etc...)
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Grug

  • 211
  • From the ashes...
What's the best way to make fighter beams?
And this would be done how?
Thanks btw. :)

 

Offline FireCrack

  • 210
  • meh...
What's the best way to make fighter beams?
look at my vasudan beams in the media VP, there are two '+ things' that are beam tiling and beam pan or somthing to that effect, copy and paste then alter the pan speed to change the animation speed.

I may as well update the wiki on this...
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Grug

  • 211
  • From the ashes...
What's the best way to make fighter beams?
An updated wiki would be nice. :)

I'm presuming this would fill in the empty 'Beam Texture Tiling and Translation' field?

But yeah, thanks, I'll takes a look.

Edit: BVas etc right?
Think I'll have to update my media vp's...
« Last Edit: March 03, 2005, 10:41:45 pm by 501 »

 

Offline FireCrack

  • 210
  • meh...
What's the best way to make fighter beams?
Yeah, all the vasudan ones.

The wiki is so finiky wiht the signin, makes it near impossible to get this on, but in the meantime

edit: no-wonder noone ever updates it, the damn thing's impossible to use.

does anyone know the exact efects of putting the second feild in tile factor (Z here) as a 2?

      +Tile Factor:             x.x, Z
      +Translation:            y.x
« Last Edit: March 03, 2005, 10:57:40 pm by 2073 »
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Grug

  • 211
  • From the ashes...
What's the best way to make fighter beams?
Um, no.

But could you explain how the first two work?

 

Offline FireCrack

  • 210
  • meh...
What's the best way to make fighter beams?
Here's my attempted wiki entry for the meantime
if anyone who could work the damn thing could put this on it that would be nice






!Beam Texture Tiling and Translation
!!What It Does
Beam Texture Tiling and Translation adds a few options for beam texturess to make them tile and translate. Examples of such can be seen in the new Media VP's. This allows for beam textures to be tiled rather than stretched the length of the beam as well as allowing them to pan either forwards or backwards creating a nice effect.

!!How do I use it?
In the table file for each beam section these settings can be added at the end of the section definition:

      +Tile Factor:             *xx.x*, *y*

      +Translation:            *zz.z*

A definition of these settings follows:

*y* Determines the tiling type, type 0 yeilds in the beam tiling *xx.x* number of times along the beam no matter what length it is, 1 yeilds in the length of each beam tile being *xx.x* and tiling a number of times to match the length of the beam.

*zz.z* determines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point.



By setting *y* to 0 and *xx.x* to a small number, such as _00.1_, an effect of animation can be achived with each vertical column of pixels being represented as one frame of animation repeated along the entire beam. In this cas *zz.z* will determine the rate of animation.


!!Example

$Name:                     BGreen

$Model File:               none             ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               0, 255, 54
; Pale green             R 192   G 255   B 200
@Laser Length:               0.0
@Laser Head Radius:            0.3
@Laser Tail Radius:            0.3
$Mass:                          100.0
$Velocity:                      1600.0            ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     30.0            ;; in seconds
$Damage:                        1200            ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      25.0               ;; How long this thing lives
$Energy Consumed:               0.30                 ;; Energy used when fired
$Cargo Size:                    0.0                  ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     125                ;; The sound it makes when fired
$ImpactSnd:                     88                 ;; The sound it makes when it hits something
+Weapon Range:               4000            ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       60.0
$BeamInfo:
   +Type:                  0            ;; 0 - 4 are valid #'s
   +Life:                    4.0            ;; how long it lasts once the beam is actually firing
   +Warmup:                 3500         ;; warmup time in ms
   +Warmdown:               3500         ;; warmdown time in ms
   +Radius:                 110.0         ;; muzzle glow radius in meters
   +PCount:               20            ;; particles spewed every interval
   +PRadius:               1.4            ;; particle radius
   +PAngle:               60.0         ;; angle of the random "cone" where the particles are generated
   +PAni:                  particleexp01   ;; particle ani
   +Miss Factor:            1.0 1.1 1.1 1.7 1.4            ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               147            ;; the looping beam-firing sound
   +WarmupSound:            154            ;; associated warmup sound
   +WarmdownSound:            159            ;; associated warmdown sound
   +Muzzleglow:            beamglow3      ;; muzzle glow bitmap
   +Shots:                  0            ;; only used for TYPE 3 beams
   +ShrinkFactor:            0.0         ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
   +ShrinkPct:               0.0         ;; what percentage of max width we subtract per second
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Width:               25            ;; width of the section
      +Texture:            beam-white3      ;; texture for this section
      +RGBA Inner:         255 255 255 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         150 150 150 10   ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.0            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               4.0            ;; hehe
      *+Tile Factor:             35.0, 1*
      *+Translation:            -2.0*
   $Section:                           ;; one section of the beam
      +Width:               30            ;; width of the section
      +Texture:            beam-green2      ;; texture for this section
      +RGBA Inner:         160 160 0 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 60 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.45         ;; how much it flickers (0.0 to 1.0)
      +Zadd:               3.0            ;; hehe
      *+Tile Factor:             35.0, 1*
      *+Translation:            2.0*
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Width:               40.0         ;; width of the section
      +Texture:            beam-green      ;; texture for this section
      +RGBA Inner:         255 255 255 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         150 150 150 10   ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.4            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
   $Section:                           ;; one section of the beam
      +Width:               50.0         ;; width of the section
      +Texture:            beam-green3      ;; texture for this section
      +RGBA Inner:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 0 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.5            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe

; Bright light green         R 137   G 252   B 96
; High Energy Green          R 102   G 255   B 0
; Puke pale green             R 192   G 255   B 200
; Forest Green               R 2    G 142   B 18
; White Streek Green Tint      R 215   G 249   B 219
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Grug

  • 211
  • From the ashes...
What's the best way to make fighter beams?
Ok I added it to the wiki.
The boldface doesn't work in the pre however. Silly thing.

Could you check for errors. Think it should be right.

  

Offline FireCrack

  • 210
  • meh...
What's the best way to make fighter beams?
Wiki looks good, thanks.
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."