• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 93 94 95 96 97 … 547 Next »
Gun Impact Effects

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Gun Impact Effects
Offline KaiserDietz
02-18-2015, 06:15 PM,
#1
Member
Posts: 519
Threads: 68
Joined: Apr 2013

Just curious if it's possible to do a graphics mod to create impact effects from guns, like you would see from SNACs. Namely the purpose would to add small explosions (maybe some temporary particles too) on an unshielded hull from high refire, and bigger ones from low refire. The guns in this game feel somewhat unpowerful, partially due to the sounds effects, so it would be satisfying and visceral to see your particles ripping through the hull of the ship you're fighting. I'd see this kind of things as more of an add on than a main addition to the mod, for the reason that some peoples machines might not be able to handle the extra effects. If also possible to see these effects hitting your own ship that would be great too. If possible I'd be willing to design the FXes required for the weapons.

[Image: KkJsy8U.png]
Reply  
Offline Haste
02-18-2015, 06:54 PM,
#2
Lead Developer
Posts: 3,649
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

Guns generally already have impact effects. They're just fairly subtle in most cases.

[Image: cdSeFev.png]
Reply  
Offline Sciamach
02-18-2015, 07:24 PM,
#3
Member
Posts: 1,642
Threads: 114
Joined: Jul 2013

One notable exception being the Mortar impact effect

[ sci·am·ach ]
/sīˈamək/
A simple, angry man casually working his way through life on a personal quest to acquire copious amounts of street cred.
Reply  
Offline Caelumaresh
02-18-2015, 07:44 PM, (This post was last modified: 02-18-2015, 07:45 PM by Caelumaresh.)
#4
Protector of Humanity
Posts: 1,603
Threads: 148
Joined: Feb 2012

Crossfire Mod has this with every fighter gun
Purple particles come off the hull on impact. Looks pretty amazing tbh

This Galaxy is vast; its wonders and beauty are almost unfathomable. But the galaxy also hides dark secrets, some of which have lain dormant since the beginning of time itself. There is a danger in secrets, both in seeking and in knowing. Some things are meant to be hidden from view. Some mysteries defy understanding, and sometimes even the things we think we know are untrue. Some secrets should remain untouched.


Qui desiderat pacem, praeparet bellum

  Reply  
Offline Syrus
02-18-2015, 09:53 PM,
#5
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

weapon_equip.ini:
[Munition] <- every gun (should have)/has this (theoretically two guns could use the same ammo, using the same effects for projectile, and impact as well as the same sound and some stats...)
munition_hit_effect = ..._impact
Those effects are defined in the effects.ini:
[Effect]
nickname = ..._impact
effect_type = EFT_WEAPON_IMPACT
vis_effect = ..._impact
Though they can be named whatever. This leads us to weapons_ale.ini:
[VisEffect]
nickname = ..._impact
alchemy = fx\weapons\....ale
effect_crc = ...
textures = ...

Aaaaand that's where I don't know anymore. Freelancer is quite discombobulated when it comes to ... anything modding related, actually. Everything tends to link all over the place before it at some point leaves the .ini files.


If you just want to reuse effects which already exist (we got some nice explosion effects around already), all you need to do is switch the munition_hit_effect to whatever you wish to use. I don't think they are any longer a victim of cheat detection, you should carefully test it first though. Preferable always test in singleplayer for crashes as well.
If you want to make your own effects for explosions ... good luck and have fun. I can't help you with that. I just know that there should not be a problem with implementing that into YOUR side of the game, as long as you don't go around touching weapon stats, ship stats, ship models or such.

[Image: 7tAtSZe.png]
Reply  
Offline Fluffyball
02-18-2015, 10:26 PM,
#6
Banned
Posts: 2,420
Threads: 222
Joined: Jul 2013

Please leave that for the SWAG modpacks.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=138636
Time left: (Permanent)
Reply  
Offline Sciamach
02-18-2015, 11:21 PM,
#7
Member
Posts: 1,642
Threads: 114
Joined: Jul 2013

Somebody please replace every impact effect for every gun with the mortar visual and audio effects

Call it: the Michael Bay Effect mod

[ sci·am·ach ]
/sīˈamək/
A simple, angry man casually working his way through life on a personal quest to acquire copious amounts of street cred.
Reply  
Offline Syrus
02-19-2015, 01:35 AM,
#8
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

You can even add sounds to effects ... it can get quite ... funny. And loud.

That's pretty much how I made the Mini Razor impact effect - I used an effect that was never used anywhere and which was actually never intended as an explosion, but which actually looks quite great for that job and slapped a sound on it.

To test this I also made the MR (in singleplayer) fire at a 20.00 firerate at the time... teaches you the lesson of "never use loud and massive explosion sound effects for fast firing guns". Michael Bay would've definatly been proud.

[Image: 7tAtSZe.png]
Reply  
Offline KaiserDietz
02-19-2015, 08:33 PM,
#9
Member
Posts: 519
Threads: 68
Joined: Apr 2013

I'll play around with swapping out hit effects, thanks for the responses guys. Hopefully I can post a video of a test soon.

[Image: KkJsy8U.png]
Reply  


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode