Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
83 user(s) are online (68 user(s) are browsing Forum)

Members: 0
Guests: 83

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: 55€
(last updated 04/2021)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 19 users playing Freelancer on 39 servers.
September. 28, 2023

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post



New ale question
Just popping in
Joined:
2009/9/3 9:11
Group:
Registered Users
Senior Members
Posts: 16
Offline
I'm sure it's a simple fix but I'm just not sure what values to put the - next to exactly to make a weapon's muzzleflash suck particles inwards instead of shooting them out. If FF or somebody else could say, that'd be awesome.

Right so that's all sorted. NEW QUESTION. How do I make a beam or cone emitter tile a beam texture rather than stretching a single one out so that all the detail is drained?

Posted on: 2012/5/10 6:30
Top
Re: Inverted Muzzleflash
Home away from home
Joined:
2010/3/14 18:10
From Germany
Group:
Registered Users
Senior Members
Posts: 1526
Offline
no simple way. I don't know if the effect is enabled through some gravity simulation on the emitte or if every particle is being moved individually. Either way, you'd need to find them in the ALE's, and since all muzzle flashes are different nodes or even different libraries, this is a pretty time consuming task.

Posted on: 2012/5/10 14:44
Top
Re: Inverted Muzzleflash
Just popping in
Joined:
2009/9/3 9:11
Group:
Registered Users
Senior Members
Posts: 16
Offline
Figured it out already, negative pressure value.

Posted on: 2012/5/10 19:15
Top
Re: Inverted Muzzleflash
Just popping in
Joined:
2009/9/3 9:11
Group:
Registered Users
Senior Members
Posts: 16
Offline
Right okay well, after having received little help probably due to me posting this in the wrong section, I figured I'd post the fruits of my work thus far.

http://www.youtube.com/watch?v=0WOwBSAIGY0

There are only two things to really fix at this point which is getting the beam so that the textures don't flip and make the beam invisible at some angles (Must be possible but I'm not sure how), and getting the beam to pinch at the business end so it seems to fade out rather than cutting off into thin air. It uses a cone emitter so I know this is possible, but I'm not certain of what values I need to plug in and where.


Posted on: 2012/5/12 4:20
Top
Re: New ale question
Starport Admin
Joined:
2009/2/21 21:42
Group:
Webmasters
Registered Users
Posts: 3520
Offline
A cone emitter only emits particles into a cone, it has nothing to do with the shape of the beam. Try scaling down the beam's width over time, so it goes to zero. Since the beam appears to be instantaneous that'll most likely take some tweaking to get right.

As for the beam being terrible, that's just FL. Nothing can be done about it.

Posted on: 2012/5/12 4:58
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
Top
Re: New ale question
Just popping in
Joined:
2009/9/3 9:11
Group:
Registered Users
Senior Members
Posts: 16
Offline
I was afraid of that, might not be worth the effort to have it pinch then. And also, that's silly. There's no way to force the two textures to remain in a + shape?

Posted on: 2012/5/12 11:03
Top
Re: New ale question
Starport Admin
Joined:
2009/2/21 21:42
Group:
Webmasters
Registered Users
Posts: 3520
Offline
They are in a + shape at all times, it's just that when looking at different angles the + is seen from one of the angles where it looks terrible. Most modern games don't use cross-shaped beams anymore for that reason.

Posted on: 2012/5/12 15:05
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
Top
Re: New ale question
Just popping in
Joined:
2009/9/3 9:11
Group:
Registered Users
Senior Members
Posts: 16
Offline
No, they're not. I get the idea, one texture would fade out. That is not what's happening at all. Both are flipping together making the beam invisible. Watch the video more closely and you'll see what I mean.

Actually here, this screenshot shows the issue better.

http://i209.photobucket.com/albums/bb317/Tyrkeyz/screen5344.jpg

Posted on: 2012/5/12 19:00
Top
Re: New ale question
Just can't stay away
Joined:
2008/6/25 18:56
From Temecula, California
Group:
Registered Users
Senior Members
Posts: 284
Offline
One ale you might refer to as a starting point might be the nomad large engine (beam section). There is a beam passing through the center of the ship which sounds like what you are looking for. You'd likely need to speed up its rate, and as suggested add a negative scaling to shrink over time, or do it through an opacity / alpha fade.

Syncing the fx length with your ini range stats should look pretty decent.

Come to think of it, most engines have a beam used similarly, they just look like smoke with a fire color applied. They section is straight line, directional, scaled, and has specific length.

Posted on: 2012/5/13 15:15
Be always firm in belief, yet never rigid
Top
Re: New ale question
Just popping in
Joined:
2009/9/3 9:11
Group:
Registered Users
Senior Members
Posts: 16
Offline
Yep except for the fact that I've checked engines and I cannot for the life of me find what's different.

Also the FX and range stats are already matched, as is the refire and lifespan (largely reducing the flickering associated with muzzleflash beams)

Posted on: 2012/5/13 17:30
Top