Author Topic: afterburner effects  (Read 4270 times)

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Whilst busily assembling all the effects, tricks and knowledge I need to make the sort of ships/universe laws I want...I have turned my attention to afterburners!

I want them....but not in the rather crude way the stock ships do it! I have noticed that the FSP ships seem to do things in a different way..namely changing the colour of the engine glow. Nice...but agan, not what I want!

What I want ( if it's possible ) is something a bit more like the particle effect you get when a ship is damaged. It spews out a glorious plume of flame... which is exactly what I want for the fuel wasting boost of acceleration! Can this be done? I want a really spectacular flame of an afterburner ( just like the BSG original series Vipers when they hit their turbo's )

Any way to make this happen?

 

Offline Bobboau

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in the ships table, after $score:
before subsystems (right before stealth on ships that have that tag)

Code: [Select]
$Thruster Particles:
[optional]$Thruster Particle Bitmap: filenamegoeshere
[optional]$Afterburner Particle Bitmap: filenamegoeshere
$Min Radius: #.#;;floats, I don't remember if they are scalers of the thruster glow size or the actual size
$Max Radius: #.#
$Min created:#;;these are ints, should be small ones too
$Max created:#
$Variance:#.#;;sort of like a spew angle  but between 0.0 and 1.0

you need $Thruster Particle Bitmap: or $Afterburner Particle Bitmap:, you can use both, but you don't have to. also you can havemore than one particle system defined, just do the same thing you did for the first one.

BTW no one has used this in a LONG time, so it might be broken.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
That seems simple enough!

Are there any particular restrictions on the bitmaps I should use. I assume they are just giving colour to the particles....so I guess they should be pretty small. I will give it a test, and let you know if it works :D

 

Offline Bobboau

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I think they need to be in ani/eff format
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Put this in between $score and the trail data in the Ulysses...
$Thruster Particles:
$Min Radius: 3.5
$Max Radius: 10.5
$Min created:2
$Max created:5
$Variance:0.3

run the launcher, and the game crashes when it loads the ships tbl file.


Error: formatting error in the thruster's particle section for ship GTF Ulysses

File:J:\src\cvs\fs2_open_3_6_9.rc7dot9x\code\ship\Ship.cpp
Line: 3902
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_3_6_9-7dot9x.exe 0049c315()
    fs2_open_3_6_9-7dot9x.exe 00402a47()
------------------------------------------------------------------

The debugger says it has found $min radius when it expected $subsystem, end or $name.

I added in a line after the Thrust particles:
$Thruster Particle Bitmap: fglare.pcx

Glare is a simple 32x32 green pcx file. This gets rid of the error message.... but the afterburners are identical to standard. No evidence of any particle effects at all.
« Last Edit: January 10, 2007, 03:16:47 pm by FlareBaffled »

 

Offline Bobboau

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$Afterburner Particle Bitmap:

and green in pcx gets turned transparent

and I think the file needs to be eff or ani
« Last Edit: January 10, 2007, 03:41:40 pm by Bobboau »
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Trivial Psychic

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If you don't specify the effect, which one will it default to?
The Trivial Psychic Strikes Again!

 

Offline Bobboau

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clarify that query.
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learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
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PCS 2.0.3


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

 
When I left out the reference to the effect, the game crashed. It clearly needs to have something specified, or it fails to find an element in the ships.tbl and throws out an error.

Not sure what I use to create an eff file... but I think there are some ani files in the vp files I can test this with.

What program do I use to make an eff or ani file with, and what does it need to do? It looks as though this should still be in place somewhere, since the thing didn't crash..or at least...I think thats how it would work :nervous:

 

Offline Herra Tohtori

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I suggest you check the wiki entry about texturing and in particular, animated textures. Don't be confused - the article is about textures, but the EFF animation system works exactly the same in effects.

Long story short - an EFF file is a plain text file that tells the game to use a certain number of image files (TGA, DDS, PCX, JPG... practically anything that the game supports AFAIK) as animation frames, as opposed to an ANI file which is a roughly similar file type as animated GIF, albeit with slightly better quality. ANI file contains all the frames in it, whereas an EFF animation uses individual image files as frames.
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
The Thruster particles bit works like a charm now. I pinched an ani file from the media VP file to test it, and got the thruster particles working. This gives you the particle trails when the afterburners are OFF!!!! Soon as you hit the 'burners though, the effect stops and you get the old 'modelled' afterburners in stead.

If I try to put in particle AND afterburners, you get an error message which seems to indicate that it can't cope with the second set of parameters.

---------------------------
Error!
---------------------------
Error: ships.tbl(line 212:
Error: Missing required token: [$Min Radius:]. Found [$Afterburner Particle Bitmap: te]
in ship: GTF Ulysses instead.


File:J:\src\cvs\fs2_open_3_6_9.rc7dot9x\code\Parse\PARSELO.CPP

Line: 656

[This filename points to the location of a file on the computer that built this executable]



Call stack:

------------------------------------------------------------------

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel exits.


---------------------------
OK   Cancel   
---------------------------

I tried putting in the Afterburners bit after all the parameters for the thruster particles, but it can't have it there either. Looks like the afterburners don't have a working particle trail function... :(

 

Offline Bobboau

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what is the syntax you are useing exactly?
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Unknown Target

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And why in god's name are you using the old models with the old block flares? Why not use the bitmap flares? Combining that with the particle effect might look better.

 
All these lines were pasted into the ship tbl entry for the Ulysses. It went after the 'score' entry, and before the trails bit for the trail effects in nebulae.

This chunk worked, and displayedthe expected effect when the ship was not using burners...

$Thruster Particles:
$Thruster Particle Bitmap: test.ani
$Min Radius: 3.5
$Max Radius: 10.5
$Min created:2
$Max created:5
$Variance:0.3

The next chunk was put in, and did nothing when the burners were activated.

$Thruster Particles:
$Afterburner Particle Bitmap: test.ani
$Min Radius: 3.5
$Max Radius: 10.5
$Min created:2
$Max created:5
$Variance:0.3

No error messsages were displayed, and the game ran OK.

Next, I tried putting in the following:

$Thruster Particles:
$Thruster Particle Bitmap: test.ani
$Afterburner Particle Bitmap: test2.ani
$Min Radius: 3.5
$Max Radius: 10.5
$Min created:2
$Max created:5
$Variance:0.3

Both .ani files were placed in the same effects folder and were stock files. I tested both with the first, known to work thruster particles bit, so I know they will both display. The game displays an immediate error when you load it up. Presumably, it is parsing the ships tbl at this point. The following error message occurs:

Error: ships.tbl(line 212:
Error: Missing required token: [$Min Radius:]. Found [$Afterburner Particle Bitmap: te]
in ship: GTF Ulysses instead.

File:J:\src\cvs\fs2_open_3_6_9.rc7dot9x\code\Parse\PARSELO.CPP
Line: 656
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Thinking that it might need a full set of parameters for each type of trail, I tried the following:

$Thruster Particles:
$Thruster Particle Bitmap: test.ani
$Min Radius: 3.5
$Max Radius: 10.5
$Min created:2
$Max created:5
$Variance:0.3
$Afterburner Particle Bitmap: test2.ani
$Min Radius: 3.5
$Max Radius: 10.5
$Min created:2
$Max created:5
$Variance:0.3

This crashes with the error message:

Error: ships.tbl(line 217:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [$Afterburner Particle Bitmap: te].

File:J:\src\cvs\fs2_open_3_6_9.rc7dot9x\code\Parse\PARSELO.CPP
Line: 656
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


Which says to me that the game has read the first parameter block, and was not expecting to find a second one!

Unknown Target.... I am simply using an old, stock Ulysses model because I know it will not have anything in it to confuse the issues. If I start making a model of my own and throwing in lots of other complexities I don't fully understand, it will make it harder to pin down issues. I have no clear idea or guidelines for any of these effects, if you are referring to the 'green light' on the afterburners compared to the bluish ordinary engine glows....well...thats not the effect I want! Afterburners, in my opinion, work by throwing lots of raw fuel into the engine exhausts, and igniting it. It should look like the Colonial Viper engines in the original BSG series. That's what I want to get to ... and I don't care how ;)

 

Offline Trivial Psychic

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clarify that query.
Well, the table data summary you put up had:

[optional]$Thruster Particle Bitmap: filenamegoeshere
[optional]$Afterburner Particle Bitmap: filenamegoeshere

If the thruster particle and afterburner particle bitmaps are optional, what will the code force displayed and what effect will it chose if neither of the above optional lines are present?
The Trivial Psychic Strikes Again!

 

Offline Bobboau

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I believe it throws an error if you don't supply anything. so it's sort of like an xor, you can have one or the other but not both, but you need one, I realized it was worded ambiguously but I thought people would figure out what I meant.

if you don't give it any graphics it has nothing to display.
« Last Edit: January 11, 2007, 10:43:32 pm by Bobboau »
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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you need to repete the whole block, includeing the $Thruster Particles:
 and one of the bitmap defines

use a diferent ANI for the two effects, you won't be able to tell the diference if they are exactly the same, other than that your first attempt was right.

man it's like your doing everything perfictly wrong, narrowly averting success :lol:
Bobboau, bringing you products that work... in theory
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

 
:D It's good to know I was on the right track! Just slightly derailed :lol:

I will try it again tonight with the full thing in there. It is just about the only combination I haven't tried! I have 2 different ani files to play with, both pinched from the stock VP's and both ( as I recall ) different colours.

SO...if I put in:

$Thruster Particles:
$Thruster Particle Bitmap: test.ani
$Min Radius: 3.5
$Max Radius: 10.5
$Min created:2
$Max created:5
$Variance:0.3
$Thruster Particles:
$Afterburner Particle Bitmap: test2.ani
$Min Radius: 3.5
$Max Radius: 10.5
$Min created:2
$Max created:5
$Variance:0.3

then it should display a cloud of 'test' animations scattering around on normal power, and a cloud of 'test2' particles on afterburner.

What worries me is the fact that the game would not display the afterburner ones when there was no thruster ones as well. I suppose I could use a blank file for the thruster ones, or put nil values in the number created. Anyway.... I will play with that once I actually have it working! Will test when I get in from work today.

 

Offline Bobboau

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did you try just putting in

$Thruster Particles:
$Afterburner Particle Bitmap: test2.ani
$Min Radius: 3.5
$Max Radius: 10.5
$Min created:2
$Max created:5
$Variance:0.3

?
Bobboau, bringing you products that work... in theory
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

 
yes..I tried that.

The game returned no erros and ran fine..there was no particle effects displayed though. I used the same ani file and values I had used for the thruster trails to double check it. I know the values and ani were OK, it just didn't display when the afterburner button was hit.