Author Topic: subspace effect beam weapon  (Read 4057 times)

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Offline boewolf

  • 28
subspace effect beam weapon
I have been trying to use a renamed and resized skin for the inside subspace model as a beam texture.  The weapon itself works quite fine except that the texture doesn't appear in game.   The texture is in the effects folder.

Here is the table entry i am using if  it helps at all.

$Name:                     Subbeam

$Model File:               none             ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:               0, 255, 54
; Pale green             R 192   G 255   B 200
@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:                     30.0            ;; in seconds
$Damage:                        2000            ;; 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:                      25.0               ;; 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")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       60.0
$BeamInfo:
   +Type:                  0            ;; 0 - 4 are valid #'s
   +Life:                    4.0            ;; how long it lasts once the beam is actually firing
   +Warmup:                 3500         ;; warmup time in ms
   +Warmdown:               3500         ;; warmdown time in ms
   +Radius:                 110.0         ;; muzzle glow radius in meters
   +PCount:               20            ;; 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 1.1 1.7 1.4            ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:               147            ;; the looping beam-firing sound
   +WarmupSound:            154            ;; associated warmup sound
   +WarmdownSound:            159            ;; associated warmdown sound
   +Muzzleglow:            beamglow3      ;; muzzle glow bitmap
   +Shots:                  0            ;; only used for TYPE 3 beams
   +ShrinkFactor:            0.0         ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
   +ShrinkPct:               0.0         ;; what percentage of max width we subtract per second
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Width:               25            ;; width of the section
      +Texture:            Subeam      ;; 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:            0.0            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               4.0            ;; hehe
   $Section:                           ;; one section of the beam
      +Width:               30            ;; width of the section
      +Texture:            Subeam2      ;; 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:            0.45         ;; how much it flickers (0.0 to 1.0)
      +Zadd:               3.0            ;; hehe
   $Section:                           ;; one section of the beam (you can have up to 5)
      +Width:               40.0         ;; width of the section
      +Texture:            Subeam      ;; 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:            0.4            ;; how much it flickers (0.0 to 1.0)
      +Zadd:               2.0            ;; hehe
   $Section:                           ;; one section of the beam
      +Width:               50.0         ;; width of the section
      +Texture:            Subeam2      ;; 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

The two texture files also match what I put in the table...  Any ideas??

 

Offline Devrous

  • SPARTAN-151
  • 26
  • RAMPANT AI
    • FS2H
Re: subspace effect beam weapon
Make sure when you resized it that it saved as 256 colors. I use Irfanview and every time I made a change it would set it to 16 million colors when I saved the file again.

 

Offline Roanoke

  • 210
Re: subspace effect beam weapon
Hey boewolf not seen you round here for a while.

Dunno about your problem. Remember Karajorma's FAQ has GE's Table Tut.



 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: subspace effect beam weapon
Quote
256 colors

That's only assuming you're using PCX file as texture...

That would only be required if you were using retail FS2 as opposed to FS2_Open, on which you can use 24-bit RGB (or even 32-bit RGBA) textures as beam textures. Alpha blending just doesn't work very well with beams at the moment for some reason.

There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline boewolf

  • 28
Re: subspace effect beam weapon
Thanks people.  The texture works...  It didn't turn out to look quite what I had in mind, but it will do for what I want.   Now to start playing with sounds and the rest.

 

Offline HermeZ

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    • My Homepage ;)
Re: subspace effect beam weapon
Some screenies? :D
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Offline boewolf

  • 28
Re: subspace effect beam weapon
I'll post some screenies after I finish getting the warm up / down looking like a ship is entering subspace...  If I can figure it out...  Ill try to get that working before I ask fore more help though.

EDIT:  Here is a screenie for you all.



Now for some subspace sounds...
« Last Edit: May 28, 2007, 11:29:39 am by boewolf »

 

Offline HermeZ

  • 25
  • Blah :P
    • My Homepage ;)
Re: subspace effect beam weapon
Low-poly model - ugly but still it's the Orion :D
I wonder how this beam looks like in-game, on picture it looks quite nice though ;)
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Have a Nice Day :)

 

Offline boewolf

  • 28
Re: subspace effect beam weapon
Well I couldn't find a sound for the actual beam itself.  But I did replace the warmup / down sounds.  http://glenton.customer.netspace.net.au/download/Subspace Beam.zip   Have fun with it people

  

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
Re: subspace effect beam weapon
Looks interesting....might I ask what this is for?

 

Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker- you've probably heard me
    • My old squad sub-domain
Re: subspace effect beam weapon
Ummm, smiting the enemy :D


I'm guessing as always, a campaign / idea / concept that will be revealed in due course.
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
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Offline boewolf

  • 28
Re: subspace effect beam weapon
I am going to use it in due time.  but please use it at your will.  I have no reason not to let you all loose with it.   you never know who you will need to point it at...

 

Offline Darius

  • 211
Re: subspace effect beam weapon
Ah, thank you very much. I've been looking for an effect like this for quite a while now.

 

Offline Turambar

  • Determined to inflict his entire social circle on us
  • 210
  • You can't spell Manslaughter without laughter
Re: subspace effect beam weapon
that makes me wonder, is it possible to have a model for a beam

then it made me think what would be a possible use for a modelled beam...
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker- you've probably heard me
    • My old squad sub-domain
Re: subspace effect beam weapon
A model for a beam would have limits i would guess, But it could be cool to have a "beam sabre" turret.
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
http://badges.steamprofile.com/profile/default/steam/76561198011784807.png

 

Offline boewolf

  • 28
Re: subspace effect beam weapon
that makes me wonder, is it possible to have a model for a beam

then it made me think what would be a possible use for a modelled beam...

Well....  That was the origional thought I had...  Could it be possible to have a beam that looked like an in subspace mission but looking at the tunnel from the outside...

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: subspace effect beam weapon
A model for a beam would have limits i would guess, But it could be cool to have a "beam sabre" turret.

Well actually the Mjolnir's original name was Beam Saber... But it wasn't exactly a saber by any stretch of the imagination...

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: subspace effect beam weapon
Well I couldn't find a sound for the actual beam itself.  But I did replace the warmup / down sounds.  http://glenton.customer.netspace.net.au/download/Subspace Beam.zip   Have fun with it people

Beam itself: take the ambient subspace sound and speed it up alot, increase the volume, maybe play with the pitch & other stuff.  Use Audacity (free, google it) if you need something to do this with.  Just something to try.

 

Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker- you've probably heard me
    • My old squad sub-domain
Re: subspace effect beam weapon
A model for a beam would have limits i would guess, But it could be cool to have a "beam sabre" turret.

Well actually the Mjolnir's original name was Beam Saber... But it wasn't exactly a saber by any stretch of the imagination...

I was thinking more along the lines of Zero, (from MEgaman X) an actual short rang "lance" that could be sswung around like an actual sword..........think "Gundam'ish"
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
http://badges.steamprofile.com/profile/default/steam/76561198011784807.png

 

Offline StarSlayer

  • 211
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    • Steam
Re: subspace effect beam weapon
Could have destroyers fencing  ;)

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