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There are currently 42 users playing Freelancer on 41 servers.
November. 19, 2019

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Re: Effects showroom!
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What's your point Nova?

Why's done something really nice. If you think you can do better (hahaha), feel free to show us. Otherwise, be thankful he gave the source and that this is even possible.

Posted on: 2010/7/28 15:13
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: Effects showroom!
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Quote:

FriendlyFire wrote:
Why's done something really nice. If you think you can do better (hahaha), feel free to show us. Otherwise, be thankful he gave the source and that this is even possible.

Yes, this is very ok.. if shoot in one direction
Anyway i saw nothing new for me - just very fast bullets - there is no hard work. Its wrong way to make real ray. We should attract patience to programming (hacks, plugins) to enable graphic engine to do a ray (kion lasers in X2/X3R/X3TC is not a fast bullets).

Posted on: 2010/7/28 15:38
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Re: Effects showroom!
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I know it's not the same thing, but could you possibly simulate something similar by using an extremely long beam length? i.e slow refire rate but long lasting effect lifetime. Totally useless against fighters I suspect but might not look unfeasable when fired between slower moving capships.

Wouldn't be surprised if you haven't already been there and done that though.

Posted on: 2010/7/28 15:43
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Re: Effects showroom!
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There are two ways to do beams. There is the super fast gun method, and then there is the muzzle flash method. There are pros and cons to each.

The super fast gun method is the one everybody is familiar with. You simply use an extremely fast firing gun with a super fast bullet. The muzzle flash method on the other hand involves attaching the effect to the muzzle flash of the gun.

Super Fast Gun Method

Pros:
- Beam collides properly with objects
- "What you see is what you get" hit detection

Cons:
- Throws in insane amount of bullets in an insanely short time, prone to causing and being affected by lag issues.
- Due to long beamfx for the bullet, at short range you may end up with no visual effect at all.
- Sweeping a beam results in banding. (The issue described by Nova.)

Muzzle Flash Method

Pros:
- Solid, coherent beam
- Does not require an enormous amount of bullets
- Immune to banding when sweeping a beam
- Beam can penetrate targets

Cons:
- Because your bullets are invisible, it is possible that your beam hits a fast moving target, but the actual bullet did not.
- The beam will always extend to its full length, regardless of whether or not something is in the way.

In the end, I decided to go with a hybrid of the two. The majority of the beam is composed of the fast gun bullets, but a muzzle flash beam consists of about the first 500-1000m of the beam.

[Edit] Just saw Timmy's post.

While visually, that would probably work fairly well as long as you use a trail based effect for your bullet, the beams would not be continuous. You would not be able to sweep beams and the beams would just do one single lump of damage.

If you have ever played Mechwarrior 3, what you are describing is a regular laser, while the beams that people typically try to replicate are pulse lasers.

[Double Edit] Just saw Nova's new post.

Quote:

Nova wrote:
Its wrong way to make real ray. We should attract patience to programming (hacks, plugins) to enable graphic engine to do a ray (kion lasers in X2/X3R/X3TC is not a fast bullets).


It's funny you mention that. I'm 90% certain that the kyon lasers in the X series function exactly like how a muzzle flash laser would work in Freelancer. The X series honestly seems like it's using the same engine as the original X:BTF, and they've just been adding graphics and functionality as they go along. If you've ever tried modding the game (not scripting), you will see how painful it is to do nearly anything due to the abundance of hard coded nonsense. The end result is a game that while visually very pretty, still feels extremely clunky and dated.

(Another example of the above rant would be ARMA 2. The reason ARMA 2 feels so clunky and slow is because they've been using the same engine since the original OPF.)

Posted on: 2010/7/29 0:16
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Re: Effects showroom!
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Posted on: 2010/7/29 0:56
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Re: Effects showroom!
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The only mod I've ever seen a good beam working in was that old plasmafire mod, the transports used to fire a nice red beam that appeared to work correctly. Be damned if I can find a download of it anywhere to take a look at how it was setup though. If anyone has it archived somewhere might be worth taking a peak at how they did it.

Yours looks a lot more spectacular WHY but if it's a lag fest in the making I can imagine that would be a problem for most. Bloody good effort though

Posted on: 2010/7/29 1:17
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Re: Effects showroom!
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Open in new window

http://www.youtube.com/watch?v=5IZHTPRUGXE

I don't actually own Nexus, so I'm not sure why their ships explode in such a brilliant fashion, but I'm not going to complain.

I decided to try and replicate the fantastic explosions in Nexus for Freelancer. I tried to get as close as possible to it, including the scale. The scale is almost exact, meaning that even at 3km, the effect takes up a little more than your entire screen.

Minor note, the flaming and smoking trails are not a part of the effect and are an unrelated and separate effect played at the same time. I should've gone back and redid those while I was at it, but I figured I could save that for later.


Posted on: 2010/7/30 7:25
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Anonymous
Re: Effects showroom!
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That's what i call an explosion.... for men

Posted on: 2010/7/30 7:32
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Re: Effects showroom!
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Truly breath taking!

Posted on: 2010/7/30 8:27
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Re: Effects showroom!
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Thats cool, Nexus has some of the coolest explosions in a game Ive ever seen. This would be a nice addition to FL.

Posted on: 2010/7/30 9:14
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Re: Effects showroom!
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Very nice, Why.

Posted on: 2010/7/30 9:55
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Re: Effects showroom!
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HeHeHe. The ALE wars have begun! Love it

Posted on: 2010/7/30 10:47
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Re: Effects showroom!
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I think that Explosion is a bit too huge.

Posted on: 2010/7/30 13:48
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Re: Effects showroom!
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Yeah this is a Explosion!!

Posted on: 2010/7/30 17:01
http://www.moddb.com/members/galaxys-at-war
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Re: Effects showroom!
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Very nice Why on the expolsion effect and beam.

Posted on: 2010/7/30 19:23
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