Author Topic: Inferno FAQ Thread  (Read 266168 times)

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Offline Snail

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Go donwload the effects media vp weapon pack (adveffects.vp or something). Look at the Shivan Mega Laser/Shivan Heavy Laser. Make it blue. That's basically what a railgun looks like...

 

Offline asyikarea51

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I'm on the hunt for silver ones. But I'll go take a look at it later tonight...

 

Offline Snail

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Silver.... (droool)

Why not use the EA beam textures? That should work for a missile trail?

 

Offline asyikarea51

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I'm already using them for one of my side's beam weapons. And even with some other silver textures I found, I'm not getting a good effect out of the trail...

I'm trying to cut down their reliance on beams because they're supposed to specialise in projectile weapons... I already have an anti-capital flak weapon but you can barely see the shot. That's kinda why I wanted a Mechwarrior 4-styled Gauss Rifle, but again, textures are flat and aren't... circular... plus there's still the fadeout effect. Increasing the fadeout time doesn't do wonders either.

There goes the idea of "flinging a heavy xx-kilogram ball" at a target while having a fancy silver lightshow trail... :lol: :(

 

Offline Darius

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I've made a version of a railgun for a weapons mod I was playing around with which uses the Akheton particle spew. It's close to what I imagined for a railgun (MW4 Gauss gun) though it still needs a bit of tweaking. I set the trail life to about 5 seconds, so that there's a lingering trail between the ship and its target.

It looks quite spectacular when it shoots out and explodes against its target.

[attachment deleted by admin]

 

Offline asyikarea51

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lomao, you're also using the CCD Kiev. :lol:

It doesn't look like much, but it's obviously waaaaay better than my lame cheapo attempt... :lol: But dangit, I really need white/silver trails (side-specific colours)...

I set my trail life to 30 seconds but you still couldn't clearly see the shot from the cockpit, plus there was still progressive fade from the trail head to the trail tail... And the texture became waaay too fugly flat...

Bangwal

  

Offline Darius

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You could try setting the speed of the projectile slower (around 3000-4000 rather than 100,000) which gives the game enough time to render the shot. That way you won't have to depend so much on the trail for visual effect.

The Kiev is a great ship :D

 

Offline asyikarea51

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Awwww, I wanted high speeds and a long trail lifetime to depict the round travelling really fast, just like in MW4. Now I wonder what's the speed of the MW4 Gauss rounds per second... haha... 100,000... LOL...

Yep. With that kind of turret coverage, the right weapons, and the turret $AIClass set to General, the Kiev'll easily squash other capships with tens of thousands more hitpoints... :lol: :lol: :lol:
« Last Edit: October 17, 2006, 12:20:41 pm by asyikarea51 »

 

Offline Snail

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The EA railguns are 1000 m/s speed (In Alliance, anyway).

 

Offline Woomeister

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 :wtf: 600-800 they are, not 1000

 

Offline Mobius

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...an they're not so magic,they miss their target often.
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Inferno: Nostos - Alliance
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Offline asyikarea51

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...and they're not so magic,they miss their target often.

This is one reason why I converted my anti-cap... "tank gun"... into a flak weapon and turned up the damage...

 

Offline Mobius

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They're cool,but their impact sound appears to be strange the first times you listen it(flak gun one).
The Lightblue Ribbon

Inferno: Nostos - Alliance
Series Resurrecta: {{FS Wiki Portal}} -  Gehenna's Gate - The Spirit of Ptah - Serendipity (WIP) - <REDACTED> (WIP)
FreeSpace Campaign Restoration Project
A tribute to FreeSpace in my book: Riflessioni dall'Infinito

 

Offline Woomeister

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That might be because the INF sounds.tbl uses new sounds which don't sound the same as retail ones, but to maintain compatability I have to keep the same filenames.

 

Offline Snail

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Actually, it said '$Velocity: 1000 ; 300'...

 

Offline Woomeister

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No railgun weak says $Damage: 1000 ;300 not velocity

 

Offline Mobius

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There are almost no differences between the small and the big railgun shot. I would like at least two different textures...
The Lightblue Ribbon

Inferno: Nostos - Alliance
Series Resurrecta: {{FS Wiki Portal}} -  Gehenna's Gate - The Spirit of Ptah - Serendipity (WIP) - <REDACTED> (WIP)
FreeSpace Campaign Restoration Project
A tribute to FreeSpace in my book: Riflessioni dall'Infinito

 

Offline Darius

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There aren't any texture differences between an SGreen and a BGreen...it's the same weapon, just of different calibre.

 

Offline Snail

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Ooops...

No railgun weak says $Damage: 1000 ;300 not velocity

 

Offline asyikarea51

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I've got a question regarding the Mass values in the POF's used in both INF's.

What's the range of the mass values in INF? (e.g. light fighters have Mass values in so-and-so range, medium has this range, heavy has that range, cruisers blah, destroyer blah2 and so forth)

I'm thinking of setting the Mass values between whatever ships I got here and the ones in both INF's to a uniform level... this way when odd stuff happens, I can at least restrict the errors to the tables... and make sure that whatever weapons I add will behave as intended across all ships... or whatever... :doubt: