Author Topic: how's this for some weapon effects?  (Read 54453 times)

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Re: how's this for some weapon effects?
no one ever did email me a working table ;)  In anycase,  you need a seperate version of fs2 scp inorder to get this to work? I thought this was for the 3.6.9 version to go with the 3.6.9 vps? :confused:

[whoops edited]
« Last Edit: March 30, 2007, 08:12:58 pm by Darklord42 »

 

Offline Cobra

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Re: how's this for some weapon effects?
Ummm, there is no 3.9.7. You're thinking of 3.6.9. :P

And they're not going into the mediavps unless DaBrain says so, and I don't think he has. ;)
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I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline DaBrain

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Re: how's this for some weapon effects?
Merging together the beam tables isn't fun. :(

Why does the BFRed use more than 5 sections? I don't think that's supported.
Can I delete some of them? Which ones?
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Offline Bobboau

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Re: how's this for some weapon effects?
it should be supported. I'm pretty sure dynamic beam sections have been in there for a while now. unless that was yet another thing that I did that got axed.
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Offline takashi

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Re: how's this for some weapon effects?
why not use 1 section beams, you only have to make 1 texture and you get more detail.

 

Offline Bobboau

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Re: how's this for some weapon effects?
because you lose any ability to make layered effects.
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DEUTERONOMY 22:11
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Offline takashi

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Re: how's this for some weapon effects?
doesent that apply to only terran and shivan beams?

 

Offline Raven2001

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Re: how's this for some weapon effects?
Nop, all of them use layered effects iirc.
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


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Offline takashi

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Re: how's this for some weapon effects?
they do? i dont see a difference between layered and non layered. but then again i just now started using the mediavps.

 

Offline Raven2001

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Re: how's this for some weapon effects?
being layered means u can assignt different tilings and animations to each section, as well as the flicker of each section, explained in a pinch ofc
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 
Re: how's this for some weapon effects?
no one ever did email me a working table ;)  In anycase,  you need a seperate version of fs2 scp inorder to get this to work? I thought this was for the 3.6.9 version to go with the 3.6.9 vps? :confused:

[whoops edited]

the Length table file is not supported by 3.6.9.... atleast it is with the latest cvsbuilds..

and therefore, I don't think they will be included in the 3.6.9 mv's.

 

Offline Mars

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Re: how's this for some weapon effects?
That sucks... because this is honestly one of the biggest improvements I've seen in the game for a while

they do? i dont see a difference between layered and non layered. but then again i just now started using the mediavps.

Have you tried the updated beams?

Do you notice how some parts of the beam move faster than other parts?

That is a layered effect

That's the difference...

Or have you not noticed because you haven't really tried the updated beams?
« Last Edit: April 25, 2007, 12:29:21 am by Mars »

 

Offline Vasudan Admiral

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Re: how's this for some weapon effects?
Errm, my versions of the beams work fine without modification, and so do Bobs if you just remove the +length field from the tables. It's really not that hard people. :p

And certainly not enough to stop DaBrain from including them in the media VPs - I look forward to seeing what we end up with.
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Offline takashi

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Re: how's this for some weapon effects?
where can we find your beams?

 

Offline Bobboau

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Re: how's this for some weapon effects?
in this thread.

and DaBrain I think just might have enough experience to get these WIP files working, just maybe.


anyway, I love how this thread was just chuging right along untill some people started obsessing over something that is going to have to be a code change if anything comes from it.

I should probably mention I plan on writeing up a full documentation for Proximus tomorow night. some of my teachers expressed an interest in it, so I'm going to crank out a little bit of polish on it and make a hopefuly good reference material for it before I send out a bunch of emails.
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learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Re: how's this for some weapon effects?
I know this is an older thread but I thought it'd be more efficient to bump it than to start a new one.

Anyway, I linked to this thread from the "Make to get the most graphics wise from FSO" thread (http://www.hard-light.net/forums/index.php/topic,53294.0.html). My computer doesn't handle the AdVPs very well so I'm taking ColeCampell's advice and d/ling Bobboau's beam textures. Except, erm, I don't know how to install them. I'm running 3.6.10 mediavps and I thought I'd just overwrite my mediavps data folder with Bob's but that created a whole slew of errors and I was no longer able to run FS2 so I restored the original data folder, pondered, and thought I'd ask here since I'm not really clear on how to install the pack properly.

 

Offline Jeff Vader

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Re: how's this for some weapon effects?
Just to be sure, the manual for "installing" these beams is in this post. As for the errors, there is a certain flaw with the tables. You'll need to open the .tbm, or .tbms, that came with the beams and remove any line that starts with "+Length" without quotations.
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23:40 < achillion > evilbagel: ass
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14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
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01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

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14:05 < achillion > until stuff explodes
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15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

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Offline Topgun

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Re: how's this for some weapon effects?
is "+length" in 3.610?

 

Offline Wanderer

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Re: how's this for some weapon effects?
is "+length" in 3.610?
Yes it is.

Strike that... i remembered it being +length but it was +range.. So it seems +length is not in 3.6.10
« Last Edit: November 12, 2008, 12:15:20 am by Wanderer »
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Offline Cobra

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Re: how's this for some weapon effects?
I forget, how do you fix the beam tiling problem?
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta