Author Topic: Beams alternate shapes?  (Read 4268 times)

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Beams alternate shapes?
Can ship and/or fighter beams be something other than straight lines?

I'm thinking arcs of lighting ala Battletech PPCs. The beams would have a very short duration. Maybe a person could even do a few frames of different shapes for animation??

 

Offline Dragon

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Re: Beams alternate shapes?
I think it may be possible with a bitmap representing the arc, which would have been streched over entire lenght of the beam.
I see no other way to do this, assuming you don't want to mess with either scripting or code.

 

Offline Stormkeeper

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Re: Beams alternate shapes?
How do the beams' FX look like in the VPs?
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Offline Enigmatic Entity

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Re: Beams alternate shapes?
Wasn't there some animated effects for the "lasers" at some stage? If there was, you could create a really long laser (which would look weird, since the back end would protrude behind the ship at t=0), or alternatively, one with a long, 100% bright trail that ends suddenly (if lasers can have trails. Maybe it will have to be a missile).
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Offline Stormkeeper

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Re: Beams alternate shapes?
He wants to make a PPC effect. Not sure if you've played MechWarrior, but a PPC has always been described in the novels as a 'white-blue blast of lightning', and the later games portray it as such.
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Offline FUBAR-BDHR

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Re: Beams alternate shapes?
TBP has the Vorlon Lightning cannon so it should be at least partially possible.
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Offline Spoon

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Re: Beams alternate shapes?
In theory I think it might very well be possible

Code: [Select]
$Section: ;; one section of the beam (you can have up to 5
+Width: 10 ;; width of the section
+Texture: beam-red ;; 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: 15 ;; width of the section
+Texture: beam-green2 ;; 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: 25.0 ;; width of the section
+Texture: beam-green ;; 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: 30.0 ;; width of the section
+Texture: beam-green3 ;; 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

If you have several sections with different textures of different sizes you could create something that might look somewhat lighting like. Just have to create lighting shaped beam textures. Might not be that easy to get it to actually look right though
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Offline Stormkeeper

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Re: Beams alternate shapes?
The things is that unlike beam textures, when making a lightning texture you'll probably have to keep in mind how it might look when fully stretched out. So if you're making a lightning texture you'd probably do it full-length and just shrink it length wise until its the right texture size.
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Re: Beams alternate shapes?
Can't you also have the beam texture repeat, so it doesn't look as stretched out?
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Offline Aardwolf

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Re: Beams alternate shapes?
You could probably do that better with a missile + trail (a kind of spruced-up Shivan Super Laser effect)

 

Offline Stormkeeper

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Re: Beams alternate shapes?
Can't you also have the beam texture repeat, so it doesn't look as stretched out?
How do you do that? I've messed around with the beams before with Shadow Gorrath's help and succesfully created a black beam before, but that didn't use repeating textures.

You could probably do that better with a missile + trail (a kind of spruced-up Shivan Super Laser effect)
Yea, but I somehow feel that that'd be a last resort.
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Offline Nuke

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Re: Beams alternate shapes?
what would look awesome is to take the nebula lighting effect, and make it a weapon.
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Re: Beams alternate shapes?
TBP has the Vorlon Lightning cannon so it should be at least partially possible.

Oh it does? I'll have to look into that. Though hopefully it's not just on the DN since I've heard from an "interesting debate" that the ship has issues.

 

Offline FUBAR-BDHR

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Re: Beams alternate shapes?
Not any more it doesn't.  Anyway it's on the VE Fighter. 
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Offline Stormkeeper

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Re: Beams alternate shapes?
Can we use the lightning cannon as a reference if the need arises?
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Offline FUBAR-BDHR

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Re: Beams alternate shapes?
Yea.  You just can't use the actual stuff in any release unless it's for TBP.  Don't have the rights to give that out. 
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Offline Stormkeeper

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Re: Beams alternate shapes?
Kay. That'll be all I need. Thanks.

Can you PM it to me? My TBP VPs aren't on hand atm.
« Last Edit: September 09, 2009, 01:08:58 am by Stormkeeper »
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Offline Wanderer

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Re: Beams alternate shapes?
Texture repeats on beam sections, see tile factor in beaminfo section of weapons.tbl
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Offline Stormkeeper

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Re: Beams alternate shapes?
Quote from: Wiki
Tile Factor:

    * Defines the beam texture tileing factor. Second number defines the tileing type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.
    * Syntax: Float, Integer
What does it mean by 'Type 1 uses the 1st value as the length of the tile'?
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Offline FUBAR-BDHR

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Re: Beams alternate shapes?
You can grab it here:  Lightning Cannon

That's the weapons table and the effects.
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