Author Topic: Engine Particles  (Read 2438 times)

0 Members and 1 Guest are viewing this topic.

Offline Einstine909

  • 27
  • (-,-) -meh
i was looking through the wiki and i saw the $Thruster Particles:

i tried to get this to work:


Note: white is 0 alpha on outside of ring- converted it from targa to jpeg to show here


ive made modular tables for my beams, but these dont seem to be working

Code: [Select]
#Ship Classes
$Name: GTF Ulysses
+nocreate
$Thruster Particles:
    $Thruster Particle Bitmap: terthrust
    $Min Radius: 1
    $Max Radius: 2
    $Min created: 10
    $Max created: 50
    $Variance: 0.2

the targa file is in effects folder. and the tbm is particletrail-shp.tbm in the tables folder

btw, ive notisted i havent posted in awhile :doubt: :doubt: :doubt:

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Try using animation (either .ani or .eff) as the effect instead of still image.

Also you should define ab particles as well... or it will look rather odd...
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Flipside

  • əp!sd!l£
  • 212
Also, don't know if it's important, but the file you've uploaded is called Terthrustur3, whereas the Table says Terthrust, though you may have changed the name for conversion/uploading, so it could be nothing to do with it.

 

Offline Einstine909

  • 27
  • (-,-) -meh
the name uploaded is not the same file... ill try the ani idea in a bit...

Edit: ani's work :nod: but now i have to make an animation...
« Last Edit: November 16, 2006, 03:09:07 pm by Einstine909 »

 

Offline Einstine909

  • 27
  • (-,-) -meh
Im not going to proceed with this project... :(

unfortunatly it takes up too much memory in the game while having any accepable results

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
You ought to realize that number of particles is the number of effects 'released' per frame... So those values ought to be set as low as possible. I use 1 myself.

For example with
Code: [Select]
$Thruster Particles:
    $Thruster Particle Bitmap: blast
    $Min Radius: 0.25
    $Max Radius: 0.75
    $Min created: 1
    $Max created: 1
    $Variance: 0.1

I get this:
Do not meddle in the affairs of coders for they are soggy and hard to light

 
LOL looks like an air bubbler for an aquarium  :lol:
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

  

Offline Bob-san

  • Wishes he was cool
  • 210
  • It's 5 minutes to midnight.
LOL... it does! Try upping the particals per frame... that might make some better results. Or use it in a next-gen or past-gen ship as a different engine type!
NGTM-1R: Currently considering spending the rest of the day in bed cuddling.
GTSVA: With who...?
Nuke: chewbacca?
Bob-san: The Rancor.

 
FreeSpace 2 engine for an AquaNox style game, anyone? Oh wait, Twisted Infinities was doing that, weren't they...? Wait...no.

 

Offline bizzybody

  • 29
  • Space Viking
    • Fandemonium 2008!
An underwater game would be cool. Have to keep the cap ships scaled down a bit to fit in a typical ocean...
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart

 

Offline Bob-san

  • Wishes he was cool
  • 210
  • It's 5 minutes to midnight.
Depends which planet's oceans you put the ship in...

Could you make a distortion thing and a cap on water limit? Or would you have to improvise with a huge model of the bottem of the ocean, with walls on each side of the limit?

That could get fusterating to have such a large and complex model... reminds me of Starfox's city remake thing... but still the bubbles are cool  :lol:
NGTM-1R: Currently considering spending the rest of the day in bed cuddling.
GTSVA: With who...?
Nuke: chewbacca?
Bob-san: The Rancor.

 

Offline Flipside

  • əp!sd!l£
  • 212
Remember, the play area can be a lot bigger than it used to be, you just need one planar model for the sea-bed and you could use seperate models for underwater mountains/caves etc. Playing aroud with a nebula effect might help too.

The main problem is that it would play like Freespace 2, you'd be missing most of the elements that make underwater combat so tense, i.e, the comparative blindness of the vessels, having to feel your way across the ocean floor without being detected etc.

 

Offline Kieve

  • 27
  • Creative Hack
    • MechaSentient
That wouldn't be too hard to fix - watery nebula effect as mentioned, limit sensor ranges, and use models with very low maneuvering capabilities (driving capships would  be interesting...)
MechaSentient
Sometimes, people change.
Sometimes, they upgrade.
(Online webcomic - updates M/W/F)

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
And next think they knew, there was a frakking Silent Hunters mod for a frakking space shooter 3D engine.


Not that there would be anything wrong, it's just... surprizing, that's all. I like where this is going anyway... :lol: The strange thing is that the Aquitaine main hall could very well be a portion of an underwater base.

Obviously, the same applies to Psamtik mainhall... especially with vasudanswuvfishes enabled. :D
« Last Edit: November 20, 2006, 05:32:16 pm by Herra Tohtori »
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline Flipside

  • əp!sd!l£
  • 212
What could be interesting is having the scanners linked to a 'weapon', so you could do the equivalent of a Sonar 'Ping', which detected anything in the set field of view, but also revealed you to anything within range, that way you could either actively 'search' for targets, or simply listen out for someone else looking for you. ;)

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
You'd also need an update to the AI and collision detection, so that the AI would know that the "bottom" of the ocean is something not to ram into.  One could also incorporate a bottom model with a trench, and then use events to cause any ship that travels too deep into it to implode due to increasing pressure.  One could also model in an old wreck of the Volition pirate ship as an easter egg.
The Trivial Psychic Strikes Again!

 

Offline bizzybody

  • 29
  • Space Viking
    • Fandemonium 2008!
Fast missiles would be possible! Look up shkval torpedo and supercavitation.
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart