Author Topic: how's this for some weapon effects?  (Read 61288 times)

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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Re: how's this for some weapon effects?
if they work there they will probably work anyware that you use the mod with.
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

  
Re: how's this for some weapon effects?
for some reason i am only seeing the normal mvp zeta adv beams Is there something that i should remove so they are properly overwriten?

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: how's this for some weapon effects?
Make sure you put effects in mediavps\data\effects
if you are using mediavps
if not, put them in \data\effects
-  I think I got that right.  :nervous:

 
Re: how's this for some weapon effects?
oddly enough i did. I put it in fs2folder/mediavps/data/effects and i put taylors wep tbm file in "...."data/tables  and removed the old wep tbm that came with the package.

Also launched fs2 with -mod mediavps

 

Offline Davin

  • 26
Re: how's this for some weapon effects?
Those beams work for me now, and they're damn sexy

Hey Mars would you mind telling us what files you're using for those beams to work?

 

Offline Mars

  • I have no originality
  • 211
  • Attempting unreasonable levels of reasonable
Re: how's this for some weapon effects?
In /effects I put:
Code: [Select]
BobboauBeamCore.dds
BobboauBeamCoreHaze.dds
BobboauBeamGlow.dds
BobboauBeamGlowHaze.dds
TbeamAA.dds
TbeamAB.dds
TbeamAC.dds
TbeamAD.dds
tbeamae.dds
VbeamAA.dds
VbeamAB.dds
VbeamAC.dds
VbeamAD.dds

And in /tables I put Bob_Beams-wep.tbm containing
Code: [Select]
#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
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life:   4.0 ;; how long it lasts once the beam is actually firing
+Warmup:   5000 ;; warmup time in ms
+Warmdown: 3500 ;; warmdown time in ms
+Radius:   175.0 ;; muzzle glow radius in meters
+PCount: 25 ;; particles spewed every interval
+PRadius: 1.4 ;; particle radius
+PAngle: 60.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 1.0 1.1 1.2 1.3 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 148 ;; the looping beam-firing sound
+WarmupSound: 155 ;; associated warmup sound
+WarmdownSound: 160 ;; associated warmdown sound
+Muzzleglow: beamglow3 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 1.8 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Index: 0
+Width: 45 ;; width of the section
+Texture: BobboauBeamCore ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.1 ;; how much it flickers (0.0 to 1.0)
+Zadd: 8 ;; hehe
+Tile Factor: 9, 1
+Translation: -18
$Section: ;; one section of the beam
+Index: 1
+Width: 98 ;; width of the section
+Texture: BobboauBeamCoreHaze ;; texture for this section
+RGBA Inner: 160 160 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.07 ;; how much it flickers (0.0 to 1.0)
+Zadd: 6 ;; hehe
+Tile Factor: 12, 1
+Translation: -12
$Section: ;; one section of the beam (you can have up to 5)
+Index: 2
+Width: 135.0 ;; width of the section
+Texture: BobboauBeamGlow ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.15 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3 ;; hehe
+Tile Factor: 12, 1
+Translation: -8
$Section: ;; one section of the beam
+Index: 3
+Width: 210.0 ;; width of the section
+Texture: BobboauBeamGlowHaze ;; texture for this section
+RGBA Inner: 255 0 0 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 0 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.05 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
+Tile Factor: 12, 1
+Translation: -4


#End

That just makes BFGreens prettier... nothing else... the Vasudan beams in /effects obviously don't change anything.

I have all of this in a separate mod folder if that helps.

 

Offline Davin

  • 26
Re: how's this for some weapon effects?
In /effects I put:
Code: [Select]
BobboauBeamCore.dds
BobboauBeamCoreHaze.dds
BobboauBeamGlow.dds
BobboauBeamGlowHaze.dds
TbeamAA.dds
TbeamAB.dds
TbeamAC.dds
TbeamAD.dds
tbeamae.dds
VbeamAA.dds
VbeamAB.dds
VbeamAC.dds
VbeamAD.dds
snip
That just makes BFGreens prettier... nothing else... the Vasudan beams in /effects obviously don't change anything.

I have all of this in a separate mod folder if that helps.

Yeah I just got the BFGreens to work, thanks anyways. I'm really wondering whats up with the other .dds files (TbeamAA to VbeamAD) they don't seem to have any place in the table for them to be doing anything. Might have to wait for Bob to tell us whats up with his beams.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Re: how's this for some weapon effects?
they all got used in my table.
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 Davin

  • 26
Re: how's this for some weapon effects?
they all got used in my table.

I kept having problems with your table when loading FSopen. I have the .dds files in mediavps/effects and the table in mediavps/tables, my build is 3.6.9 and I'm using launcher 5.5a. I get this error and many others when attempting to open FS.

Error: bob-wep.tbm(line 49:
Error: Required token = [#End] or [$Name:], found [+Length:               1500               ]
in weapon: BGreen.

File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]

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

 

Offline neoterran

  • 210
Re: how's this for some weapon effects?
yup same, don't work for me.
Official Taylor Fan Club Member.
Chief Grognard.
"How much code could a coder code if a coder could code code?"

 
Re: how's this for some weapon effects?
I figured it out what was wrong for me.  I had dled the TBeams and Vbeam textures but I didnot dl the package with bobboaubeams  the tbm file is set to use thoes not the Tbeams or the vbeams.

Bobbau apparently your older tbm that uses the TBeams/Vbeams doesnt work even after I added #end after secondary weapons

The one taylor made uses bobboaubeams wich are diffrent textures. but atleast it works
« Last Edit: February 19, 2007, 09:00:40 pm by Darklord42 »

 

Offline Davin

  • 26
Re: how's this for some weapon effects?
I figured it out what was wrong for me.  I had dled the TBeams and Vbeam textures but I didnot dl the package with bobboaubeams  the tbm file is set to use thoes not the Tbeams or the vbeams.

The tbm I'm havin problems with is the one disigned to make the Tbeams and Vbeams work, the one that came in bob.zip. I got the other beam from V. Admiral to work fine.

 

Offline neoterran

  • 210
Re: how's this for some weapon effects?
yeah, there's definately problems here... I hope someone can figure it out because they sure look nice.
Official Taylor Fan Club Member.
Chief Grognard.
"How much code could a coder code if a coder could code code?"

 

Offline Tempest

  • 28
  • The Star Wars Conversion
    • The Fate of the Galaxy - SWC
Re: how's this for some weapon effects?
This is a fixed tbm if anyone wants it... I'm really interested in these new beam effects, seeing them really makes you realize how bad the old ones look in comparison. (Same thing happened with the nebulas for me...I was content until I gazed upon lightspeed's nebs.

This tbm replaces the one in the first pack. I haven't tried the later packs, but I know this works for the first one. I used it earlier and saw different terran and vasudan beams, but not all of them are different so you've just got to play with a bunch of different ships to see which ones are used. I basically took out and fixed up some lines. I think only 5 or 6 lines were broken. Now we just need to get all the shivan beams worked out, preferably without just recoloring the terran or vasudan ones, to give each race its own distintive look. Such a great addition to the mediavps!!!

Okay, download folder is full. Delete all the text from bob-weps.tbm and replace it with this:

#Primary Weapons

$Name:                     BGreen
+nocreate
$BeamInfo:
   +Shots:            1
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Index:               0
      +Width:               7            ;; width of the section
      +Texture:            TbeamAC      ;; texture for this section
      +RGBA Inner:         0 255 128 255    ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         0 255 128 255    ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.3            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               4.0            ;; hehe
      +Tile Factor:         150, 2
      +Translation:            -6
   $Section:                           ;; one section of the beam
      +Index:               1
      +Width:               5            ;; width of the section
      +Texture:            TbeamAD      ;; texture for this section
      +RGBA Inner:          160 160 255 0   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:          160 160 255 0      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.45         ;; how much it flickers (0.0 to 1.0)
      +Zadd:               3.0            ;; hehe
      +Tile Factor:         170, 2
      +Translation:            -2
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Index:               2
      +Width:               60.0         ;; width of the section
      +Texture:            TbeamAB      ;; texture for this section
      +RGBA Inner:         0 255 255 255    ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         0 255 255 255    ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
      +Tile Factor:         210, 2
      +Translation:            -7
   $Section:                           ;; one section of the beam
      +Index:               3
      +Width:               30.0         ;; width of the section
      +Texture:            TbeamAA      ;; texture for this section
      +RGBA Inner:         64 255 64 255       ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         64 255 64 255       ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.6            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe
      +Tile Factor:         350, 2
      +Translation:            -4
   $Section:                           ;; one section of the beam
      +Index:               4       ;;Maybe this fixes it???!
      +Width:               60.0         ;; width of the section
      ;;+Length:               1500               ;; width of the section
      +Texture:            TbeamAE      ;; texture for this section
      +RGBA Inner:         0 0 255 255       ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         0 0 255 255       ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.0            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe
      +Tile Factor:         1, 0


$Name:                     SGreen
+nocreate
$BeamInfo:
   +Shots:            1
   $Section:                              ;; one section of the beam (you can have up to 5)
      +Index:               0
      +Width:               5               ;; width of the section
      +Texture:            TbeamAC         ;; texture for this section
      +RGBA Inner:         255 0 255 128      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         255 0 255 128      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.0               ;; how much it flickers (0.0 to 1.0)
      +Zadd:               4.0               ;; hehe
      +Tile Factor:         250, 2
      +Translation:            -2
   $Section:                              ;; one section of the beam (you can have up to 5)
      +Index:               1
      +Width:               11               ;; width of the section
      +Texture:            TbeamAD         ;; texture for this section
      +RGBA Inner:         255 64 255 128      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         255 64 255 128      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.8               ;; how much it flickers (0.0 to 1.0)
      +Zadd:               4.0               ;; hehe
      +Tile Factor:         250, 2
      +Translation:            -3
   $Section:                              ;; one section of the beam
      +Index:               2
      +Width:               20               ;; width of the section
      +Texture:            TbeamAB         ;; texture for this section
      +RGBA Inner:         255 0 255 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         255 0 255 255         ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.55            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               3.0               ;; hehe
      +Tile Factor:         300, 2
      +Translation:            -4
   $Section:                              ;; one section of the beam
      +Index:               3
      +Width:               30               ;; width of the section
      ;;+Length:               300               ;; width of the section
      +Texture:            TbeamAE         ;; texture for this section
      +RGBA Inner:         255 0 255 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         255 0 255 255         ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.05            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               3.0               ;; hehe
      +Tile Factor:         1, 0


$Name:                     SVas
+nocreate
$BeamInfo:
   +Shots:            1
   $Section:                        ;; one section of the beam (you can have up to 5)
      +Index:               0
      +Width:               25.0            ;; width of the section
      +Texture:            VbeamAB      ;; texture for this section
      +RGBA Inner:         255 255 255 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         150 150 150 10   ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
      +Tile Factor:         90, 2
      +Translation:            -2
   $Section:                        ;; one section of the beam
      +Index:               0
      +Width:               20.0         ;; width of the section
      +Texture:            VbeamAC   ;; texture for this section
      +RGBA Inner:         160 160 0 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 60 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.2            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               1.0            ;; hehe
      +Tile Factor:         180, 2
      +Translation:            -3
   $Section:                        ;; one section of the beam
      +Index:               0
      +Width:               30.0         ;; width of the section
      +Texture:            VbeamAD      ;; texture for this section
      +RGBA Inner:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         60 0 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.5            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe
      +Tile Factor:         300, 2
      +Translation:            -4
   $Section:                           ;; one section of the beam
      +Width:               40.0         ;; width of the section
      +Texture:            VbeamAE      ;; texture for this section
      +RGBA Inner:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.3            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe



$Name:                     BVas
+nocreate
$BeamInfo:
   +Shots:            1
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Index:               0
      +Width:               30.0            ;; width of the section
      +Texture:            VbeamAA      ;; texture for this section
      +RGBA Inner:         255 255 255 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         255 255 255 255   ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.1            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
      +Tile Factor:         90, 2
      +Translation:            -2
   $Section:                           ;; one section of the beam
      +Index:               1
      +Width:               20.0         ;; width of the section
      +Texture:            VbeamAC   ;; texture for this section
      +RGBA Inner:         160 160 0 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         160 160 0 255      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.2            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               1.0            ;; hehe
      +Tile Factor:         180, 2
      +Translation:            -3
   $Section:                           ;; one section of the beam
      +Index:               2
      +Width:               50.0         ;; width of the section
      +Texture:            VbeamAD      ;; texture for this section
      +RGBA Inner:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.3            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe
      +Tile Factor:         300, 2
      +Translation:            -4
   $Section:                           ;; one section of the beam
      +Width:               60.0         ;; width of the section
      +Texture:            VbeamAE      ;; texture for this section
      +RGBA Inner:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:         255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +Flicker:            0.3            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               0.0            ;; hehe



#End

#Secondary Weapons
#End

#Beam Weapons
#End

#Countermeasures
#End
;;=============================READ THIS================================
;;You'll obviously need all the effects from the first download too.
"... and the klingons also were the soviet's space program. i mean can you really believe that a bunch of communist farmers can make rockets like that?"
-Axem

My photobucket: with all my shiny new stuff on it! http://s118.photobucket.com/albums/o116/Tempest_77/

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: how's this for some weapon effects?
Tempest, few fixes for that...

1st   in every +Tile Factor:   xxx, 2 change the '2' to '1'.

2nd  check beam section indexes in SVas.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Mehrpack

  • 28
  • Flying Monkey
Re: how's this for some weapon effects?
hi,
wow, they looking great.

Mehrpack
Nobody is Perfect.
attention: this english is dangerours and terrible, runaway so fast you can!

 

Offline Davin

  • 26
Re: how's this for some weapon effects?
And it works  :D the only thing that looks odd to me is the fact that the blueish terran beams have a green muzzle glow. Other than that it looks great.

 

Offline Slime

  • 26
  • Mucous-y
Re: how's this for some weapon effects?
With the fixed tbm I'm not getting crashes but the beams still look like plain turquoise bars. I'd post a screen but I'm having serious uploading problems... everywhere. Vasudan beams don't even change. I can, however, get V. Admirals BFGreen work, but only in the mission he provided. This is getting confusing..

 

Offline neoterran

  • 210
Re: how's this for some weapon effects?
It's not working correctly for me either, with the "fixed" tbm it doesn't look good. Hopefully once the shivan beams are done, a proper vp will be released that will actually work.
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Offline BlackDove

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Re: how's this for some weapon effects?
Blah blah blah, technical bull****, it works, it doesn't work...

MoreScreenshots/IngameVideosOrBan.

Also, nice work Bob, it looks sexy.