Author Topic: New engine glows  (Read 4720 times)

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Offline Einstine909

  • 27
  • (-,-) -meh
ok, the trails are now animated, but the eff file seems to not work...
my trail is called TerranTrail_N_0000 for the first frame, TerranTrail_N_XXXX from frame 0 to 50 ending at TerranTrail_N_0050
they are all tga's
this is my TerranTrail_N.eff
Code: [Select]
$Type: TGA
$Frames: 50
$FPS: 25

i have tried changing the name of the eff to TerranTrail_N_.eff
the file TerranTrail_N_0000.tga works in game...
any help? :confused:

well i decided to finish up the glows...

« Last Edit: May 06, 2007, 03:37:55 pm by Einstine909 »

  

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
ATM engine glows can not be animated.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Hm.

It's different. But I'm not really sure the horizontal "spikes" should be there at all. It's an effect you essentially see in digital cameras when a spot on the CCD overloads, it then spikes that segment of the sensor to full brightness, and depending on how the camera is constructed it may produce vertical or horizontal "spike" reminescent of what you have here.

However, I personally don't think it's plausible that such effect could be seen with eyeball mark one.


Also - do those use alpha blending or additive blending?
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline Einstine909

  • 27
  • (-,-) -meh
I agree with that it cant be seen with just an eye. But there is some sort of glass that the pilot is looking through... therefore the effect comes into play.

is the alpha blending or additive blending set in FS? or what do u mean by that? :confused:

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Well alpha blending manages transparency with alpha channel. Additive blending is simpler - it just adds the colour in a (properly configured) texture... but there's a hook, you need to set the black colour background colour and then flatten the image so that black is correctly interpreted as "transparency".

In some things in FS2_Open, additive blending works better than alpha blending... like in beam animations for example, and presumably on some other effects as well. It definitely looks to me like you're using alpha blending but I can't be sure, that's why I asked.

Also, I think I see some kind of darker semi-opaque edge around the bright part of the effect, which comes visible when two textures are stacked on top of each other in the game.


Considering the glass causing effects like this... well there would need to be uniformly vertical "grid" or array of thin lines, be they scratches, dirt or windscreen wiper marks or somesuch. The spikes are only seen perpendicular to this kind of conditions, which (sorry) I don't think are really plausible in fighter cockpits. If the effect could be made to adjust to cockpit texture or something like that, then it would be kick-ass, but all in all, static representations of energy/optical phenomena don't usually work that well as effects in a game. :blah:
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline Turambar

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through extensive testing, i've concluded that its quite unlikely for these things to look good in regular fs2.

the white thingys off to the sides arent long enough, and they clip with the fighter
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Offline nubbles526

  • 28
  • MODerate MODder
Re: New engine glows/trails
[IMG]http://i118.photobucket.com/albums/o93/Einstine909/Hardlight/EngineTrail.jpg["/img]

there...an update :p

Wow, that really looks awesome!


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Offline Einstine909

  • 27
  • (-,-) -meh
im gunna scratch what i have right now for the glows... but for progress
i was looking through the archives of the posts for nothing in particular and i found something...
ill post what i make of it soon... :nod: