Author Topic: how's this for some weapon effects?  (Read 54396 times)

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Offline Bobboau

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Re: how's this for some weapon effects?
well these are not in game, but they are vids, the first one started out as an atempt to make a Prometheus effect, but then I realized I could animate it, now it would probly make for a good beam warmup glow,

http://freespace.volitionwatch.com/blackwater/prom.avi

this one is an actual attempt at making a terran beam glow
http://freespace.volitionwatch.com/blackwater/TbeamAglow.avi

this one is a vasudan beam glow, the animation seems like it might be too sutble though
http://freespace.volitionwatch.com/blackwater/VbeamAglow.avi

this is a quick attempt at a shockwave
http://freespace.volitionwatch.com/blackwater/swave.avi
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Offline jr2

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Re: how's this for some weapon effects?
Code: [Select]
And in /tables I put Bob_Beams-wep.tbm containing [code]#Primary Weapons

$Name: BFGreen

$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow01
@Laser Color: 0, 255, 54
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass:                          100.0
$Velocity:                      1600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     35.0 ;; in seconds
$Damage:                        1900 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      30.0 ;; How long this thing lives
$Energy Consumed:               0.30 ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     125             ;; The sound it makes when fired
$ImpactSnd:                     88              ;; The sound it makes when it hits something
+Weapon Range: 4000 ;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "huge" "beam" "supercap" "player allowed")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       120.0

......
See those little squares? 
Quote
Code: [Select]
$Name: BFGreen
They can wreck a table file... I think they are Tab characters... EDIT: scratch that, they definitaly are, but if you get enough of them in a mission file, they can cause the line they are in to not be processed, or even crash the whole mission.  I noticed, after I thought FRED was ignoring the commands I was adding... and I opened the file manually in Notepad, and saw that the command was actually there several times, but those commands had those square boxes in front of them, and were not being proccessed.  Now, if there was only 1-4 of those boxes, it would still work.. the whole thing was really weird, I don't know.. I posted this in Mantis, IIRC... can anyone else verify this?[/code]
« Last Edit: February 21, 2007, 01:05:55 am by jr2 »

 

Offline Mars

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Re: how's this for some weapon effects?
I see no little squares  :nervous:

What program did you use to open the table file?

I used the K Advanced Text Editor

 

Offline jr2

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Re: how's this for some weapon effects?
...do you now?
Code: [Select]
$Name: BFGreen

 

Offline Mars

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Re: how's this for some weapon effects?
Sakes head

That's odd  :wtf:

IDK if it has something to do with my two computers or no... did you see it in the original TBM?

Browser? Text editor? Operating system?

 

Offline jr2

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Re: how's this for some weapon effects?
On some text editors you will, they are tab characters, if you hit the tab key inside notepad or something and copy it or save it, sometimes it show up that way, and like I said, I have witnessed it wreck mission files, I assume it can do the same for table files.
EDIT: there was one campaign that was really screwed up with those things, I had to re-work all the table files and remove the tabs...
EDIT2: Only can see them if you have {code}{/code} around it, see:

Code: [Select]
$Name: BFGreen$Name:                     BFGreen
« Last Edit: February 21, 2007, 01:11:37 am by jr2 »

 

Offline Kaine

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Re: how's this for some weapon effects?
yeah so about those in-game vids &/or screens...

 

Offline Davin

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Re: how's this for some weapon effects?
yeah so about those in-game vids &/or screens...
This is what the Bterran beam with Bobs modfications (Bob.zip and fixed tbl) looks like ingame/



And this is the SVas same mod.



Happy?

 

Offline Slime

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Re: how's this for some weapon effects?
That's the exact thing I'm seeing, but are they really supposed to look like that? I mean, with V. Admirals BFGreen the beams look like this:



Now, if we compare these with one of Bobbboau's original screens:


Shouldn't at least the terran beams (those that were modified) look more like the ones in the uppermost screen, and not turquoise?

 

Offline Wanderer

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Re: how's this for some weapon effects?
Did you apply the changes i posted?
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Offline Slime

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Re: how's this for some weapon effects?
I did the second I saw them, but had no improvement whatsoever.

 

Offline Wanderer

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Re: how's this for some weapon effects?
Hmmm.... Remove the 'last' beam sections..  that is those that use 'VbeamAE' or 'TbeamAE' textures.
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Offline Slime

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Re: how's this for some weapon effects?
Well, the change made them a little better, but it still isn't an improvement. The beam actually looks better in the screen than moving, as when it moves it looks way more solid, without the outer part.

EDIT: For crying out loud, why can't I upload anything! Even image uploading sites just give 404s. Anyways, the beam now looks a little greener, but it still looks nothing like it's apparently supposed to be.

 

Offline Vasudan Admiral

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Re: how's this for some weapon effects?
Slime: I told you already - the one I posted was different to the set Bob posted. I only did the BFGreen, so (with Taylors fixed TBM) it would only work in missions that have a BFGreen. ;)

Anyways, it's out of date now and I've taken it down. This is because I've just gone through all the Terran and Vasudan cap-ship beams, getting them to use modified versions of Bobs graphics along with the translation technique I talked about earlier. Overall I reckon the results are quite cool.

So, since they look best in motion, here's the NEW pack: http://sectorgame.com/ti-file-dump/VasudanAdmiral/PurdyBeamSet_V1.1.zip

Edit: New pack, link updated - see here for pics of the new stuff.

And here are the piccies: (Sorry - just from the included mission. Can't be bothered getting in-campaign shots at this time of night. ;) )










« Last Edit: February 26, 2007, 05:46:39 am by Vasudan Admiral »
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Offline Bobboau

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Re: how's this for some weapon effects?
"Freespace: oh, we got beams"
« Last Edit: February 21, 2007, 09:44:02 am by Bobboau »
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Offline Vasudan Admiral

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Re: how's this for some weapon effects?
And oh yes - in the first pic, that 'puff' of popcorn centrescreen was poor little me in an uly.

Fizz.  :sigh:
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Offline Bobboau

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Re: how's this for some weapon effects?
oh, and the last section on the vasudan beam the 'E' one is really faint it shouldn't make too much of a change, it was to make the beam seem a little brighter near the source and end, did it really cause much of a problem?
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Offline Vasudan Admiral

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Re: how's this for some weapon effects?
Not quite sure what you mean there sorry. Do you mean the patterns on the 512x512 one?
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Offline Bobboau

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Re: how's this for some weapon effects?
someone mentioned removeing the 'E' sections, I can see it causing problems on the terran ones but the vasudan ones should have been fine.
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Offline Bobboau

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Re: how's this for some weapon effects?
http://freespace.volitionwatch.com/blackwater/glows.zip

some effs good for beam glows, was a fairly quick'n dirty conversion, haven't tested them out in game yet, someone might find them usefull.
Bobboau, bringing you products that work... in theory
learn to use PCS
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together