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November. 16, 2019

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>Need help on Debris Filled Explosions<
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salutations

While I am waiting for the Big Huge Effects Pack Revised "ver. 2" to be shared/uploaded from this thread that I am asking for, can someone tell me what i am doing wrong because I made Ambient Explosion System & Battledust System to work except the Debris Filled Explosions.

I only see the debris thrown away from the ship with smokes after the ship explodes. But the explosion is not showing the explode effect where there will be a huge explosion or fire effect. My code is NOT the same as this video here.

Can someone please share the codes here. I appreciate the kindness of you guys. ty.

By the way, I have the Big Huge Effects Pack Revised001 and not the revised 2. Could someone also share and upload it here. Because the file that was posted by why485 is already a dead link.


ayeayezir...

Posted on: 2013/5/2 10:11
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Re: >Need help on Debris Filled Explosions<
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Any one who made this Debris Filled Explosion to make the explosion the same in the video provided above? Please I need help for this awesome effect. I just need the code. Thanks guys. I appreciate your help guys.

Posted on: 2013/5/5 3:10
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Re: >Need help on Debris Filled Explosions<
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Hi selene... I also tried this awesome mod and I made the ambient explosion and battledust to work but the debris filled explosions is just the same with you.

I don't know what is/are the reason/s why is not showing the awesome explosion just like on the video you linked above.

video is also here -> Capital Explosion FX

I also followed the instructions from the .txt files that were provided.

I made the search on how to make the explode effect execute in-game but still no luck on how to solve this problem that we are getting through. I looked from the file/s and changed or tweaked anything that should do the effect in-game then again still no luck at all...

Maybe the " Revised/version 2 " is what we need so that we know what are the changes that were made... but the version 2 is no where to be found. Well that is sad.... hmmmm???...

Can someone help us to solve this problem. I did the tweak part but no luck at all...

Starport citizens any help please... thank you guys... we appreciate it...


Posted on: 2013/5/5 12:26
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Re: >Need help on Debris Filled Explosions<
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I already replied to wasabitoy's e-mail, but to answer your question on here, that effect in the video was never released.

If you were able to follow the tutorial and get the other things working then you did everything right. That effect was specifically designed for a specific configuration of the ENB Series bloom shader. When it was played without that bloom shader, the effect looks like a messy, nasty, yellow blob. I always wanted to go back to that and re-do it so it worked in vanilla Freelancer but I just never got around to it.

Posted on: 2013/5/5 16:26
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Re: >Need help on Debris Filled Explosions<
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Ooops, sorry I forgot to tell you that the version here at starport is not the revised 2 or version 2 of 4/14/09... it is the 2/19/09 version that is here at starport downloads. Because I read the thread that you changed or revised some files to fix errors.

If the video we provided by selene is the latest explosion for 88 Flak that has not been released, here is the picture you posted from your thread for the explosion for huge effect pack mod...


Open in new window



TBH, that effect above is not executing in-game... we just need to know how to make it right... yes we did the other effects working but the debris filled explosion's parameters is different from the others and the only one that is not properly working.

What happens is the ship will create a small explosion around the ship then of course it will explode but the explosion effect is not showing just like the image above... after that it shows the debris with smoke thrown away from the ship... and that is all...

I think we need the revised 2 so that we can see the difference.

And by the way I will just say it here, thanks for replying to my e-mail.


Posted on: 2013/5/6 1:20
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Re: >Need help on Debris Filled Explosions<
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Look in data/fx/effects_explosion.ini

[Effect]
nickname = explosion_li_fighter
effect_type = EFT_EXPLOSION_SHIP
vis_effect = gf_explosion_li_ship01
snd_effect = med_explosion1
lgt_effect = elite_flash_to_red <------------------remove
lgt_range_scale = 30<------------------------------remove
lgt_radius = 30<--------------------------------------remove

You'll need to remove those entries for all 'ships' in the file as they override Why485's explosions.

If you haven't already done so, add the following entries to data/fx/effects.ini:

[Effect]
nickname = gf_capital_explode_blue
effect_type = EFT_EXPLOSION_LARGE
snd_effect = torpedo_explosion
vis_effect = gf_capital_explode_blue

[Effect]
nickname = gf_capital_explode_yellow
effect_type = EFT_EXPLOSION_LARGE
snd_effect = torpedo_explosion
vis_effect = gf_capital_explode_yellow

[Effect]
nickname = gf_capital_explode_green
effect_type = EFT_EXPLOSION_LARGE
snd_effect = torpedo_explosion
vis_effect = gf_capital_explode_green

[Effect]
nickname = gf_capital_explode_blue_small
effect_type = EFT_EXPLOSION_LARGE
snd_effect = torpedo_explosion
vis_effect = gf_capital_explode_blue_small

[Effect]
nickname = gf_capital_explode_yellow_small
effect_type = EFT_EXPLOSION_LARGE
snd_effect = torpedo_explosion
vis_effect = gf_capital_explode_yellow_small

[Effect]
nickname = gf_capital_explode_green_small
effect_type = EFT_EXPLOSION_LARGE
snd_effect = torpedo_explosion
vis_effect = gf_capital_explode_green_small

[Effect]
nickname = gf_fighter_explode_blue_small
effect_type = EFT_EXPLOSION_SHIP
snd_effect = med_explosion1
vis_effect = gf_fighter_explode_blue_small

[Effect]
nickname = gf_fighter_explode_green_small
effect_type = EFT_EXPLOSION_SHIP
snd_effect = med_explosion1
vis_effect = gf_fighter_explode_green_small

[Effect]
nickname = gf_fighter_explode_red_small
effect_type = EFT_EXPLOSION_SHIP
snd_effect = med_explosion1
vis_effect = gf_fighter_explode_red_small

[Effect]
nickname = gf_fighter_explode_white_small
effect_type = EFT_EXPLOSION_SHIP
snd_effect = med_explosion1
vis_effect = gf_fighter_explode_white_small

[Effect]
nickname = gf_fighter_explode_yellow_small
effect_type = EFT_EXPLOSION_SHIP
snd_effect = med_explosion1
vis_effect = gf_fighter_explode_yellow_small

If you haven't already done so, add the following entries to data/fx/explosions.ini:

[explosion]
nickname = explosion_rh_battleship
lifetime = 0.000000, 0
process = disappear
effect = gf_capital_explode_green, 0.000000
debris_type = debris_capital_death, 1.000000
debris_impulse = 150
innards_debris_start_time = 0.000000
innards_debris_num = 50
innards_debris_radius = 100
innards_debris_object = simple_torpedo_debris01

[explosion]
nickname = explosion_ku_battleship
lifetime = 0.000000, 0
process = disappear
effect = gf_capital_explode_yellow, 0.000000
debris_type = debris_capital_death, 1.000000
debris_impulse = 150
innards_debris_start_time = 0.000000
innards_debris_num = 50
innards_debris_radius = 100
innards_debris_object = simple_torpedo_debris01

[explosion]
nickname = explosion_br_battleship
lifetime = 0.000000, 0
process = disappear
effect = gf_capital_explode_blue, 0.000000
debris_type = debris_capital_death, 1.000000
debris_impulse = 150
innards_debris_start_time = 0.000000
innards_debris_num = 50
innards_debris_radius = 100
innards_debris_object = simple_torpedo_debris01

[explosion]
nickname = explosion_li_battleship
lifetime = 0.000000, 0
process = disappear
effect = gf_capital_explode_blue, 0.000000
debris_type = debris_capital_death, 1.000000
debris_impulse = 150
innards_debris_start_time = 0.000000
innards_debris_num = 50
innards_debris_radius = 100
innards_debris_object = simple_torpedo_debris01

[explosion]
nickname = explosion_rh_cruiser
lifetime = 0.000000, 0.000000
process = disappear
effect = gf_capital_explode_green_small, 0.000000
debris_type = debris_capital_death, 1.000000
debris_impulse = 100
innards_debris_start_time = 0.000000
innards_debris_num = 25
innards_debris_radius = 100
innards_debris_object = simple_torpedo_debris01

[explosion]
nickname = explosion_ku_cruiser
lifetime = 0.000000, 0.000000
process = disappear
effect = gf_capital_explode_yellow_small, 0.000000
debris_type = debris_capital_death, 1.000000
debris_impulse = 100
innards_debris_start_time = 0.000000
innards_debris_num = 25
innards_debris_radius = 100
innards_debris_object = simple_torpedo_debris01

[explosion]
nickname = explosion_br_cruiser
lifetime = 0.000000, 0.000000
process = disappear
effect = gf_capital_explode_blue_small, 0.000000
debris_type = debris_capital_death, 1.000000
debris_impulse = 100
innards_debris_start_time = 0.000000
innards_debris_num = 25
innards_debris_radius = 100
innards_debris_object = simple_torpedo_debris01

[explosion]
nickname = explosion_li_cruiser
lifetime = 0.000000, 0.000000
process = disappear
effect = gf_capital_explode_blue_small, 0.000000
debris_type = debris_capital_death, 1.000000
debris_impulse = 100
innards_debris_start_time = 0.000000
innards_debris_num = 25
innards_debris_radius = 100
innards_debris_object = simple_torpedo_debris01

In data/ships/shiparch.ini:

Look at all the explosion arch entries for gunboats, cruisers, destroyers, battleships and transports. Refer to the explosions above and use them for the relevant ships.

i.e for li_cruiser you will see:
explosion_arch = explosion_instant
replace with:
explosion_arch = explosion_li_cruiser

for li_dreadnaught you will see:
explosion_arch = explosion_rh_battleship
replace with:
explosion_arch = explosion_li_battleship

you will notice there are no explosions above for gunboats, use the cruiser explosions for them, for transports use the ku_cruiser explosion.

I'm assuming that since you have the debris explosions working already you should be okay if you do the above, so give it a whirl and see what happens.

Posted on: 2013/5/6 11:25
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Re: >Need help on Debris Filled Explosions<
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@ Timmy51m

Thanks for sharing the info. But I already did this & looked into the " Itano Circus " files for these parameters just like the one you posted above. Still no difference. (i.e.) What you just posted is what I did before.

I am helping selene to solve these problems but still I can't find the answers to these explosion effects. We might need the revised/version 2. Maybe the answers are there.



Posted on: 2013/5/6 13:41
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Re: >Need help on Debris Filled Explosions<
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Well you're obviously overlooking something, check again. You've declared the explosions in data/fx/explosions/explosions_ale.ini?

Posted on: 2013/5/6 21:17
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Re: >Need help on Debris Filled Explosions<
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These are the add-on parameters from my explosions_ale.ini for huge effect pack, the others that are not here are vanilla parameters...

Is there still something wrong with my explosions_ale.ini???


Code:

[VisEffect]
nickname = gf_ambient_explosion
alchemy = fx\weapons\gf_ambient_explosion.ale
effect_crc = 4187126698  <-------- ((( even I changed this
numbers to -107840598... or (vice versa) and also the other
effect_crc from other [viseffect] parameters... there is no
difference and still working. Because when you use FL error
checker v.1.0.13, these numbers 4187126698 are an error and
FL error checker suggests to change it to -107840598... But I
only use and change all to " gf_capital_explode_yellow " for
explode colors. but i use these gf_ambient_explosion for the
ambient explosions system... )))
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\lightbeam.txm
textures = fx\planetflare.txm

[VisEffect]
nickname = gf_battledust 
alchemy = fx\explosions\gf_battledust.ale 
effect_crc = 4189827033   <-------- also this one to -105140263
textures = fx\smoke.txm 
textures = fx\planetflare.txm 
textures = fx\sarma.txm

[VisEffect]
nickname = gf_explosion_super_flak
alchemy = fx\explosions\gf_explosion_super_flak.ale
effect_crc = 290209852
textures = fx\sarma.txm
textures = fx\lightbeam.txm
textures = fx\standardeffects.txm
textures = fx\kioncannon.txm

[VisEffect]
nickname = gf_capital_explode_blue
alchemy = fx\explosions\gf_capital_explode_blue.ale
effect_crc = 103459503
textures = fx\lightbeam.txm
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm

[VisEffect]
nickname = gf_capital_explode_yellow
alchemy = fx\explosions\gf_capital_explode_yellow.ale
effect_crc = 300994534
textures = fx\lightbeam.txm
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm

[VisEffect]
nickname = gf_capital_explode_green
alchemy = fx\explosions\gf_capital_explode_green.ale
effect_crc = 3772528934   <-------- also this one to -522438362
textures = fx\lightbeam.txm
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm

[VisEffect]
nickname = gf_capital_explode_blue_small
alchemy = fx\explosions\gf_capital_explode_blue_small.ale
effect_crc = 4031279948   <-------- also this one to -263687348
textures = fx\lightbeam.txm
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm

[VisEffect]
nickname = gf_capital_explode_yellow_small
alchemy = fx\explosions\gf_capital_explode_yellow_small.ale
effect_crc = 4244737230   <-------- also this one to -50230066
textures = fx\lightbeam.txm
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm

[VisEffect]
nickname = gf_capital_explode_green_small
alchemy = fx\explosions\gf_capital_explode_green_small.ale
effect_crc = 212414310
textures = fx\lightbeam.txm
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm

[VisEffect]
nickname = gf_fighter_explode_blue_small
alchemy = fx\explosions\gf_fighter_explode_blue_small.ale
effect_crc = 478470591
textures = fx\lightbeam.txm
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm

[VisEffect]
nickname = gf_fighter_explode_green_small
alchemy = fx\explosions\gf_fighter_explode_green_small.ale
effect_crc = 183582802
textures = fx\lightbeam.txm
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm

[VisEffect]
nickname = gf_fighter_explode_red_small
alchemy = fx\explosions\gf_fighter_explode_red_small.ale
effect_crc = 114671856
textures = fx\lightbeam.txm
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm

[VisEffect]
nickname = gf_fighter_explode_white_small
alchemy = fx\explosions\gf_fighter_explode_white_small.ale
effect_crc = 4090527816   <-------- also this one to -204439480
textures = fx\lightbeam.txm
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm

[VisEffect]
nickname = gf_fighter_explode_yellow_small
alchemy = fx\explosions\gf_fighter_explode_yellow_small.ale
effect_crc = 78848020
textures = fx\lightbeam.txm
textures = fx\smoke.txm
textures = fx\sarma.txm
textures = fx\planetflare.txm





Posted on: 2013/5/7 1:15
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Re: >Need help on Debris Filled Explosions<
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ITT: No one actually read what Why said.

Posted on: 2013/5/7 1:25
"Before I start, I'd like to apologize from all my heart in front of everybody for all the bad things I've done before posting this thread. (Sizer, I'll ALWAYS hate you)" - TheDVDMan
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Re: >Need help on Debris Filled Explosions<
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In this thread, don't worry Sizer... we read it... Well I have an ENB series and it should work... but still nothing happens... If Nightstalker, Helloween, and the others were able to do it... why not us... we just need to fix these explosion effect and then we move on...

We are fixing & looking for the problem/s and helping selene here too...

And by the way, it will be a waste if these awesome mod will not be use and did not execute in-game...


here is Nightstalker's photo


Open in new window


and Helloween's photo


Open in new window



Posted on: 2013/5/7 2:36
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Re: >Need help on Debris Filled Explosions<
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Open in new window

Beyond that, getting the old pack to work is drag'n'drop, broski.

First, a suggestion. If you're having problems, SHOW WHAT YOU ARE GETTING. Seeing your problem visually will probably tell us the problem.

Posted on: 2013/5/7 2:48
"Before I start, I'd like to apologize from all my heart in front of everybody for all the bad things I've done before posting this thread. (Sizer, I'll ALWAYS hate you)" - TheDVDMan
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Re: >Need help on Debris Filled Explosions<
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LOL... omg.. Do you need to do that, Sizer? Magnifying the post so I can see it... Well I see it now... Big and Huge magnified photos...

Cause when I said "I read it"...I did read it...okay?

Easy & calm down bro... okay?

I just want to fix the problem...

Okay... I will post a photo or video later after I finish at work/office...

Comprende?

Posted on: 2013/5/7 4:48
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Re: >Need help on Debris Filled Explosions<
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@sizer, why is referring to one particular explosion in the video, not the explosions from Itano circus or the effects pack.

Quote:

wasabitoy wrote:
-
Code:

[VisEffect]
But I
only use and change all to " gf_capital_explode_yellow " for
explode colors.






How have you changed the colours, by editing the effect in explosions.ini or have you messed around with the ale itself?

The crc errors wouldn't have stopped the explosions working, as you can see in Itano circus they work just fine.

I'm going to be blunt, in one of your posts you describe seeing a small explosion before the debris, this is the original vanilla explosion and usually this is because you haven't removed this:

Look in data/fx/effects_explosion.ini

[Effect]
nickname = explosion_li_fighter
effect_type = EFT_EXPLOSION_SHIP
vis_effect = gf_explosion_li_ship01
snd_effect = med_explosion1
lgt_effect = elite_flash_to_red <------------------remove
lgt_range_scale = 30<------------------------------remove
lgt_radius = 30<--------------------------------------remove

But we've already spoken about this and you say you have, so I'm going to assume that's not it.

At this point I think we will just be going around in circles as we've already mentioned everything worth mentioning, you've simply screwed something up.

Scrap what you've already done and start again. Throw away the big huge effects pack and forget about version 2, that's not the answer. Everything you're after is in Itano circus and it works, use that code instead. I've done it myself many times and it's easier that way.

Posted on: 2013/5/7 11:21
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