Author Topic: how's this for some weapon effects?  (Read 61250 times)

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Offline Bobboau

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

@a=ang/3.14

@S=r^(1/2)
@L=(NW.l(a*1.5+t,r+t*2)^4*5+NW.l(-a-t*3+0.3,r+t+0.7)^4*5)*(1-r)+(2^(-r^2))^5*(1-r)
@H=L^2*0.3+0.3
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Offline Slime

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Re: how's this for some weapon effects?
Oookay... How on earth can I get these to work?

3.6.9. gives errors about (almost) every single line and section, Phreak's build does the same with some nice graphic bugs. Crashes, crashes, crashes... I didn't find any other builds. Currently, I can either crash or remove pretty much everything from the tbm.

Most errors come from +Length, +Width and something about BGreen having too many sections, which is funny, because it doesn't.

 

Offline Bobboau

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Re: how's this for some weapon effects?
I did find that I forgot to add a #end after the secondary weapons section.
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

 

Offline Slime

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Re: how's this for some weapon effects?
Vasudan Admiral, what build are you using, as the beams are obviously working for you?

 

Offline Davin

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Re: how's this for some weapon effects?
I have to say that those look great in the pics, I'll have to see If i can get them to work ingame. Now what would the chances of getting these in a media vp be?

 
Re: how's this for some weapon effects?
amazing! hopefully high

 

Offline Vasudan Admiral

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Re: how's this for some weapon effects?
Vasudan Admiral, what build are you using, as the beams are obviously working for you?

These aren't the same as the pack Bob just posted

......

If anyones interested in trying them out:
http://sectorgame.com/ti-file-dump/VasudanAdmiral/Bob_BeamsTest.zip
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline Slime

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Re: how's this for some weapon effects?
I meant what SCP build, as 3.6.9. crashes and Phreaks newest isn't getting me anywhere either.

 

Offline Vasudan Admiral

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Re: how's this for some weapon effects?
What, with the table in that zip folder? It shouldn't, because that's just a BFGreen beam entry with changed values.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline Slime

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Re: how's this for some weapon effects?
No, Bobboau's original new beams. Judging from your screens I assumed that they work for you, but I can't get the table file to work for myself. What build/settings are working for you, then?

 

Offline taylor

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Re: how's this for some weapon effects?
What, with the table in that zip folder? It shouldn't, because that's just a BFGreen beam entry with changed values.
It's an improper modular table actually, so unless you actually go in and replace the original entry with these values, it's not going to work right.  In a modular table, beam sections require the +Index: line to identify which section that data refers to.  If it doesn't exist then it's considered a new section, and not replacing an old one.  You'll run into the warning about too many beam sections, and anything over the 5 limit (counting original sections + the new ones) will be ignored.

 

Offline Slime

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Re: how's this for some weapon effects?
EDIT:   Bah, everything just refuses to work. I'm off, if anyone gets Bobboau's beams to work without table editing post your build!
« Last Edit: February 18, 2007, 03:11:59 pm by Slime »

 

Offline Vasudan Admiral

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Re: how's this for some weapon effects?
Blah. I might have guessed it would be something like that. Anyways, errm, just do as Taylor suggests and replace the original entry in the ships TBL with this one. I've gotta leave in about 10 minutes for 3 days, so I don't have time to fix it now. :\
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline Mars

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Re: how's this for some weapon effects?
Yeah, for me the new beams are all wonky... what build are you using?

 

Offline taylor

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Re: how's this for some weapon effects?
Here is a fixed tbm.  I haven't actually tried it myself though, so it still may not actually work properly.

 

Offline Scuddie

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Re: how's this for some weapon effects?
Well, before the fix, the beams were all screwed up and appeared not to line up.  Now, the new beams dont show up at all.
Bunny stole my signature :(.

Sorry boobies.

 

Offline Mars

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Re: how's this for some weapon effects?
Those beams work for me now, and they're damn sexy

 

Offline Davin

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Re: how's this for some weapon effects?
Here is a fixed tbm.  I haven't actually tried it myself though, so it still may not actually work properly.

Hmm I was wondering for this and the HTL terran turrets, what sub-driectory do you put tbms into in the media vps folder.

Edit: It just occured to me to use the search function, now I feel stupid.
« Last Edit: February 18, 2007, 07:31:59 pm by Davin »

 

Offline Scuddie

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Re: how's this for some weapon effects?
Ummm...  Taylor, where are the alleged BobboauCore, BobboauCoreHaze, etc files referenced in your modified TBM?

EDIT:  Nevermind, I didnt realize there were two packages.
« Last Edit: February 18, 2007, 08:40:29 pm by Scuddie »
Bunny stole my signature :(.

Sorry boobies.

 

Offline Slime

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Re: how's this for some weapon effects?
Well, they now work in the mission V. Admiral posted. Are they supposed to work anywhere else?
« Last Edit: February 19, 2007, 09:05:44 am by Slime »