New FXs. Topic is solved

Moderator: pip

Re: New FXs.

Postby Ze_PilOt » 31 May 2013, 08:13

The balance patch is available to everyone, you don't need picture, just a double click on an icon.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
User avatar
Ze_PilOt
Supreme Commander
 
Posts: 8985
Joined: 24 Aug 2011, 18:41
Location: fafland
Has liked: 18 times
Been liked: 376 times
FAF User Name: Ze_PilOt

Re: New FXs.

Postby Cuddles » 31 May 2013, 08:33

In the balance patch? It's not in the change log ;)

I don't consider myself a good enough player to make use of or even know what I'm testing. So I haven't checked it, I just take it on faith that you guys that have played this the longest knows what you are doing.
Turinturambar defended very valiantly
User avatar
Cuddles
Contributor
 
Posts: 692
Joined: 29 Mar 2013, 14:19
Has liked: 132 times
Been liked: 118 times
FAF User Name: Scoot

Re: New FXs.

Postby Ze_PilOt » 31 May 2013, 09:02

If someone wants to tweak it, they first should know how to launch the balance mod in command line (with the /init flag).

Then, you can edit the faforever.prw file in gamedata. It's a zip file.

You actually need to alter :

- lua/EffectTemplates.lua

It's currently splitted in two : after line 4313, these are the new template effects that override some original ones. That's the main thing.
Each unit use his own FX, and you can add/remove effects to the list.
ie:

Code: Select all
DefaultWreckageEffectsSml01 = TableCat( SmokePlumeLightDensityMed01, SmokePlumeMedDensitySml01, SmokePlumeMedDensitySml02, SmokePlumeMedDensitySml03 )

DefaultWreckageEffectsSml01 is used for small units wreckage.
SmokePlumeLightDensityMed01, SmokePlumeMedDensitySml01, SmokePlumeMedDensitySml02, SmokePlumeMedDensitySml03 are four layers of smoke.

Second file is lua/sim/unit.lua.
In this big file, you can alter some functions :
Code: Select all
CreateDestructionEffects = function( self, overKillRatio )

That's the function called to create the effects.
as you can read into it, it use a random calls to select randomly between several effects.

Code: Select all
DeathThread = function( self, overkillRatio, instigator)

This is the calls to CreateDestructionEffects, then CreateUnitDestructionDebris for the debris.


then lua/defaultexplosions.lua.
This file is the script that create all the explosions, create the debris, shake the camera,...

Finally, the effects themselves :
effects\emitters\ These files are overriding or adding effects blueprint. (the swirl files are for the SCU teleport).
effects\Entities\ the DebrisMisc folders are for the debris.
\projectiles\FireSparks and \projectiles\ShellRiotTerran01 are two new effects for projectiles.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
User avatar
Ze_PilOt
Supreme Commander
 
Posts: 8985
Joined: 24 Aug 2011, 18:41
Location: fafland
Has liked: 18 times
Been liked: 376 times
FAF User Name: Ze_PilOt

Re: New FXs.

Postby Golol » 31 May 2013, 09:23

oh so they are already implemented.
i was wondering why in the last replay with balancemod i watched a sccout exploded like it was killed by a t3 mobile arty (5thminute)
they look indeed cool and inthink they are better than nothing imo.
User avatar
Golol
Contributor
 
Posts: 700
Joined: 07 May 2012, 15:56
Has liked: 24 times
Been liked: 21 times
FAF User Name: Golol

Re: New FXs.

Postby pip » 31 May 2013, 09:36

Thanks for the explanation. I'll try to see how all this works and if it's easy to tune down / remove the craziest explosions (like a scout exploding with the fx of a t3 mobile artillery, as Golol wrote).
pip
Supreme Commander
 
Posts: 1826
Joined: 04 Oct 2011, 15:33
Has liked: 191 times
Been liked: 86 times
FAF User Name: pip

Re: New FXs.

Postby ZaphodX » 31 May 2013, 10:24

I think it's fine if small units blow up in a more extreme way than you would think. It looks ace.
User avatar
ZaphodX
Contributor
 
Posts: 560
Joined: 02 Jan 2013, 01:55
Location: UK, GMT+0
Has liked: 0 time
Been liked: 0 time
FAF User Name: TAG_ZaphodX

Re: New FXs.

Postby Ze_PilOt » 31 May 2013, 10:51

I like the spark/smoke/debris effects (actually, I wouldn't mind bigger debris & more sparkles).

But the flame effects are IMHO too much and it's what is giving that over the top feeling.
I would start tuning down the flame effect before trying anything else.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
User avatar
Ze_PilOt
Supreme Commander
 
Posts: 8985
Joined: 24 Aug 2011, 18:41
Location: fafland
Has liked: 18 times
Been liked: 376 times
FAF User Name: Ze_PilOt

Re: New FXs.

Postby pip » 31 May 2013, 10:52

I think it looks ridiculous for some units, and nice for some others, but the scale of the flame fx can be tuned down, and the improved fx / animation can remain, so it should not be a problem.

Another thing I really don't like and which makes the game very messy is that all units explode two times (or even more). It's ok when there is one unit, but when there are dozens, it becomes very hard to understand what's going on, which unit is dead already or not, etc. There is no need for 2 explosions, a big one is enough.
I will try to figure out how to disable the second explosion.

Also, i'm pretty sure this will slow down some computers.
pip
Supreme Commander
 
Posts: 1826
Joined: 04 Oct 2011, 15:33
Has liked: 191 times
Been liked: 86 times
FAF User Name: pip

Re: New FXs.

Postby Golol » 31 May 2013, 10:56

could it theoretically be possible to make an additional bar in the settings called "coolness" or "explosions" :D?
not asking if anyone wants to code it but if it atleast possible. then you could have 3-4 stages from usal explosions to a bit pimped explosions up to exaggerated explosions.
User avatar
Golol
Contributor
 
Posts: 700
Joined: 07 May 2012, 15:56
Has liked: 24 times
Been liked: 21 times
FAF User Name: Golol

Re: New FXs.

Postby ColonelSheppard » 31 May 2013, 17:02

if we are talking about grafics i maybe just ask here: should i sumbmitt the rocking for this patch?
(with fixes UEF t1 frigate)
User avatar
ColonelSheppard
Contributor
 
Posts: 2997
Joined: 20 Jul 2012, 12:54
Location: Germany
Has liked: 154 times
Been liked: 165 times
FAF User Name: Sheppy

PreviousNext

Return to Patch 3626 beta

Who is online

Users browsing this forum: No registered users and 1 guest

cron