Author Topic: Effects package release! :P  (Read 20266 times)

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Offline Nighteyes

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Re: Effects package release! :P
Can you tell us what command line to use to activate your effects in the *.tbm file ?

the rest you can just dump in the effects folder in mediavps/data/effects, as most effects are named like their mediavps conterparts, so expmissilehit1, shockwave, particlesmoke01 should all work by just placing them there...
beam hit effects and more specific stuff you will have to open weapons.tbl file and adjust the hit effect to use you'r desired effect.

 

Offline petar91

  • 25
Re: Effects package release! :P
thank you ! for the first package i use a separate folder named "EXPLO" that's why the second package doesn't work i think.... i try it tonight (in french local time  :p )

 

Offline petar91

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Re: Effects package release! :P
just a question about explosion effects, they look very good, but i think each capship explosion need more particle effect like the Shivan communication nodes explosion, the Shivan communication nodes explode like a big big fireworks with a lot of particle.....

look at this :






D o you think it's possible with capship explosion effects ?
« Last Edit: April 13, 2010, 03:00:02 pm by petar91 »

 

Offline Nighteyes

  • 211
Re: Effects package release! :P
that effect has nothing to do with the stuff I released, its something to do in the tables telling the game to emmit paritcles when a ship dies, I'm sure its possible to do when a capship dies, but personally I don't like this effect, we need more control over the particles to be able to use them for something that actually looks good IMO...

  

Offline petar91

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Re: Effects package release! :P
If we could have explosion like that in Freespace, the same as jupiter incident (watch at 38s) : http://www.youtube.com/watch?v=66wdFAUQTgM

 :eek2: :eek2: :eek2:  

« Last Edit: April 14, 2010, 02:20:30 am by petar91 »

 

Offline Nighteyes

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Re: Effects package release! :P
currently thats not possible, thats the next feture I want implemented in FSO, burning trails for debris...

 

Offline Commander Zane

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Re: Effects package release! :P
Explosions like that on FreeSpace would be boss. :D

 

Offline petar91

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Re: Effects package release! :P
ok for the burning trails, but about the explosion big flash effect, i think a longer and bigger explosion flash effect would be nice, actually the effect is to small and to fast, here a second exemple video with an adaptation of nexus effect to the freelancer game :

http://www.youtube.com/watch?v=yyubs6wH2NI

idem for the halo/white shockwave effect.




 

Offline Kolgena

  • 211
Re: Effects package release! :P
Just as an aside,

Is there any way to change the way cap ships get turned into debris? It's really odd when you see an invisible moving wall erase the ship, leaving only the pieces of prebroken debris as it passes.

 

Offline The E

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Re: Effects package release! :P
Right now, models are set up with specific debris pieces. The more of them the modeller includes, the less jarring will the transition between the normal and the broken model be.
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Offline Nighteyes

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Re: Effects package release! :P
Right now, models are set up with specific debris pieces. The more of them the modeller includes, the less jarring will the transition between the normal and the broken model be.
exactly, thats why its importent IMO for the debris peices to include all parts of the ship, shame that no matter how many bits you make more than half of them explode with the rest of the explosion... there should be a way to make debris HP higher...
capship flash effect is meant to be a bright flash when a capship dies, this should be triggered by the Flashy Death script, example of this you will see in WiH when its released :P

 

Offline Commander Zane

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Re: Effects package release! :P
It's on the new Age of Aquarius too isn't it?

 

Offline General Battuta

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Re: Effects package release! :P
Yes, existing and future Blue Planet releases have it/will have it, as will (probably) the MediaVPs since we pass a lot of our graphical stuff to Zacam.

 

Offline Kolgena

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Re: Effects package release! :P
Is this going to have an official final release, or should I just manually convert all those .tga's to something not ginormous?

 

Offline Nighteyes

  • 211
Re: Effects package release! :P
well, not official, but something pretty close, all my effects, including the old ones I released a few months ago will be present in the new BP: War in Heaven :D
all in DDS, 256x256 versions and advanced versions at 512x512, also it will be easy to use the "flashy deaths" script from this release so it will use these effects in other mods... and who knows, maybe some of these will make their way into the mediavps  :P

 

Offline General Battuta

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Re: Effects package release! :P
The flashy death script in Blue Planet has been modified to use a flash effect Nighteyes created specifically for warship deaths. This make big ships exploding look even more awesome.

 

Offline High Max

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Re: Effects package release! :P
;-)
« Last Edit: May 26, 2010, 12:05:17 am by High Max »
;-)   #.#   *_*   ^^   ^-^   ^_^

 

Offline MachManX

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Re: Effects package release! :P
If we could have explosion like that in Freespace, the same as jupiter incident (watch at 38s) : http://www.youtube.com/watch?v=66wdFAUQTgM

 :eek2: :eek2: :eek2:  



The explosion was amazing, but it could still use the random mini explosions across the hull when taking down capships, followed by this explosion.  Oh Yeah! Smokin'  :pimp:

Well, what our modding community has done with the default explosions are pretty unique themselves.  Shockwaves are awesome!  :P
« Last Edit: May 12, 2010, 02:04:06 am by MachManX »
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Re: Effects package release! :P
Ok so if i understood correctly, i need to place the files from the nighteyes_sfx.7z and nighteyes_sfx2.7z in the folder EXPLO/data/effects and then use -mod EXPLO flag for the new effects to work?

 
Re: Effects package release! :P
Ok so if i understood correctly, i need to place the files from the nighteyes_sfx.7z and nighteyes_sfx2.7z in the folder EXPLO/data/effects and then use -mod EXPLO flag for the new effects to work?
You'll probably want to include a mod.ini for the EXPLO mod as well, so you can use it in combination with the MVPs and/or other mods.