Author Topic: New beam Textures  (Read 24236 times)

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Offline DaBrain

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An in-game shot would be nice. If it looks good, I'll put it into the MediaVP. ;)
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Offline Einstine909

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thank guys :P
i am working on a tbm now
now do the textures have to be repeating on the left\right side?
the texturees can be animated-should they be a .eff or a ANI?
DeBrain: that would be great! ;)
um...well im going keep working until its done
opinion question: should i have differant patterns for differant species? it wouldnt be that hard...

tbm question:
so if i only wanted one section in the beams how would i delete the others using a .tbm?
« Last Edit: July 26, 2006, 01:06:31 pm by Einstine909 »

 

Offline Wanderer

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now do the textures have to be repeating on the left\right side?
That is sort of required if you plan to use the tile factor and/or translational effects or it will look very odd

Quote
the texturees can be animated-should they be a .eff or a ANI?
I tested this just recently and answer is.. yes (both .eff and ani function)

Quote
opinion question: should i have differant patterns for differant species? it wouldnt be that hard...
IMO... yes

Quote
tbm question:
so if i only wanted one section in the beams how would i delete the others using a .tbm?
You can't remove them.. Use new weapons.tbl to create a weapon without them or alternatively use tbms and beamsections to set their width values to 0 so that despite them still being there they wont actually show up at all.

Also it seems like that unless tile factors are defined beam textures will be streched over the whole lenght of the beam.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Einstine909

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k that helped :yes:
so how do i enable tileing :confused:
and if i make a vp with my textures in it will it automaticly find it or will i have to declare it in the tbm? i dont plan on deleting the old beam textures so my tex names will be blueadv, greenadv and so on
« Last Edit: July 26, 2006, 03:21:28 pm by Einstine909 »

 
I'm pretty sure you need to tell the weapons which texture to use in the weapons.tbl, and if said texture is in the VP it'll find it.
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

  

Offline Einstine909

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ok i modified the effects-wep.tbm in the mv-effects.vp to use my texture. i put my texture in with the modified tbm back into the vp. :yes:
then i checked the vp with VPViewer lite and my changes and my files are in there :yes:
now i go on to test them in game, it starts the game so i procede to the mission...it loads... :yes:
to be continued later...
jk

but when the beam shoots it is only bigger and a bit diferant its not using my tex :no:

i put the texture a 256 x 256 pcx image on 8 bit in the vp and replaced the textuers in the effects-wep.tbm but it won't work

any ideas?

 

Offline Wanderer

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 :doubt: Why did you edit the vp file?...

Yeah.. Tampering with retail vp files is not a good idea. And neither is adjusting the mediavp sets, or even mods. It is generally best to stick with creating new or edited content directly to the mod folder or creating totally new vp files.

That is you can create a new weapons.tbl file to the data/tables directory instead of rebuilding vp files
Oh well... can you post the relevant table entry that you used for the beam? And you dont have to use 8-bit PCX textures.. you can also use 24-bit TGAs as well.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Einstine909

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well u see i tried to put the tbm in the tables folder but it wouldent recognize the tex

 

Offline Harbinger of DOOM

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do you have -jpgtga as a flag in your "cmdline_fso.cfg" file?
aldo_14 ~ "The ego has landed."
an0n ~ "Wheee, I can spam and no-one will notice!"

 

Offline Einstine909

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Code: [Select]
$Name: ULTRA Anti-Fighter Beam
+nocreate
$BeamInfo:
+Muzzleglow: beamglow8
$Section:
+Index: 0
+Width: 0.0
$Section:
+Index: 1
+Width: 0.0
$Section:
+Index: 2
+Texture: beam-blueadv

and yes the beam-blueadv is in the effects folder in the vp
i also tried it with the first index starting at 1

 

Offline Wanderer

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Did you remember to put the normal table start data there too?

Like so:
Code: [Select]
#Primary Weapons
...
<insert the table data here>
...
#End
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Einstine909

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yes i just replaced the part in the effects-wep.tbm with mine so...

and at one point i got the beam to dissapere...
« Last Edit: July 30, 2006, 12:25:00 pm by Einstine909 »

 

Offline Harbinger of DOOM

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I think your efx-wep.tbm is conflicting with the mediavps mv_effects-wep.tbm.
Thats what used to happen to me, until I found out about it and 'modified' it. :)
Its in the mv_core.vp.
aldo_14 ~ "The ego has landed."
an0n ~ "Wheee, I can spam and no-one will notice!"

 

Offline Einstine909

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uh...no its not in the mv_core :confused:

 

Offline Wanderer

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Why dont you just toss the tbms and effects to data/<something> directories?

I tested this just few minutes ago and it worked as advertised

beamzz-wep.tbm
Code: [Select]
#Primary Weapons

$Name:                              STBeamHS
   +nocreate
$BeamInfo:
   +Muzzleglow:                        beamglow5
   $Section:
      +Index:                             0
      +Width:                             22.5
      +Texture:                           ancient_beam
      +RGBA Inner:                        255 255 255 255
      +RGBA Outer:                        150 150 150 10
      +Flicker:                           0.1
      +Zadd:                              2.0
   $Section:
      +Index:                             1
      +Width:                             100.0
   $Section:
      +Index:                             2
      +Width:                             0.0

#End

In mymod/data/tables directory.. I never add anything to VP files
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Einstine909

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ok so i am missing a few folders :wtf:
im guessing i need to put the beam texs in the effects folder? cuz i had to add the tables folder

 

Offline Wanderer

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yeah.. to effects
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Einstine909

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k so i did that now i relize all along the beams look like the first line of my texture repeated
also the middle seemes to be missing...

 

Offline Harbinger of DOOM

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uh...no its not in the mv_core :confused:
Whoops! I meant to say mv_effects.
Sorry! *hits self*
aldo_14 ~ "The ego has landed."
an0n ~ "Wheee, I can spam and no-one will notice!"

 

Offline Einstine909

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I GOT IT!!! :P



finaly...

now off to fix the tileing and make the others...

oh and the tex seems to be off, the blue in the middle shouldn't be there: my bad thats the two gunpoints fireing at once
« Last Edit: July 30, 2006, 04:59:59 pm by Einstine909 »