Forged Alliance Forever Forged Alliance Forever Forums 2013-06-16T18:25:19+02:00 /feed.php?f=57&t=4136 2013-06-16T18:25:19+02:00 2013-06-16T18:25:19+02:00 /viewtopic.php?t=4136&p=46334#p46334 <![CDATA[Re: New FXs.]]>
Krapougnak wrote:
Also this one :

http://www.moddb.com/mods/supreme-battlefeel


That mod looks very good.

Statistics: Posted by Tiedye — 16 Jun 2013, 18:25


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2013-06-15T15:06:08+02:00 2013-06-15T15:06:08+02:00 /viewtopic.php?t=4136&p=46239#p46239 <![CDATA[Re: New FXs.]]> Statistics: Posted by Ze_PilOt — 15 Jun 2013, 15:06


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2013-06-13T20:44:41+02:00 2013-06-13T20:44:41+02:00 /viewtopic.php?t=4136&p=46141#p46141 <![CDATA[Re: New FXs.]]>
Nombringer wrote:
Id rather these than nothing, you will get used to them, and they look really good.

Statistics: Posted by Veta — 13 Jun 2013, 20:44


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2013-06-12T22:21:55+02:00 2013-06-12T22:21:55+02:00 /viewtopic.php?t=4136&p=46042#p46042 <![CDATA[Re: New FXs.]]> Statistics: Posted by Ze_PilOt — 12 Jun 2013, 22:21


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2013-06-12T22:19:07+02:00 2013-06-12T22:19:07+02:00 /viewtopic.php?t=4136&p=46041#p46041 <![CDATA[Re: New FXs.]]>
I.e. on WD one side got no big rock next to hydro.

Statistics: Posted by Zock — 12 Jun 2013, 22:19


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2013-06-05T03:49:53+02:00 2013-06-05T03:49:53+02:00 /viewtopic.php?t=4136&p=45122#p45122 <![CDATA[Re: New FXs.]]>
Ze_PilOt wrote:
and the textures do break some FXs, at best :)

It's currently a mix of 4DC and Firey explosion with some textures I've redone.

Looks way better without bloom!


Yay! I'll admit that my battle with the lines of code was a slow a rather fruitless one... :(

Statistics: Posted by Nombringer — 05 Jun 2013, 03:49


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2013-06-04T21:06:51+02:00 2013-06-04T21:06:51+02:00 /viewtopic.php?t=4136&p=45089#p45089 <![CDATA[Re: New FXs.]]>

It's currently a mix of 4DC and Firey explosion with some textures I've redone.

Looks way better without bloom!

Statistics: Posted by Ze_PilOt — 04 Jun 2013, 21:06


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2013-06-04T21:04:45+02:00 2013-06-04T21:04:45+02:00 /viewtopic.php?t=4136&p=45087#p45087 <![CDATA[Re: New FXs.]]>
Krapougnak wrote:
Also this one :

http://www.moddb.com/mods/supreme-battlefeel


this is just the Firey_Explosion_Mod i linked with some (500mb) of extra textures...

i have not taken a look at them, but i will do this ASAP. it looks like you have to replace your textures. therefore, you can use the textures without the other players in your game having to use them, too...

Statistics: Posted by eXcalibur — 04 Jun 2013, 21:04


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2013-06-03T09:10:18+02:00 2013-06-03T09:10:18+02:00 /viewtopic.php?t=4136&p=44730#p44730 <![CDATA[Re: New FXs.]]>
Ato0theJ wrote:
Krapougnak wrote:Also this one :

http://www.moddb.com/mods/supreme-battlefeel


I can vouch for this one, I don't remember any issues, but it was so awesome.


We are taking of a 100 mb mod here.

Also, need mod author authorization.

Statistics: Posted by Ze_PilOt — 03 Jun 2013, 09:10


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2013-06-03T08:48:28+02:00 2013-06-03T08:48:28+02:00 /viewtopic.php?t=4136&p=44727#p44727 <![CDATA[Re: New FXs.]]>
Krapougnak wrote:
Also this one :

http://www.moddb.com/mods/supreme-battlefeel


I can vouch for this one, I don't remember any issues, but it was so awesome.

Statistics: Posted by Ato0theJ — 03 Jun 2013, 08:48


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2013-06-03T07:54:17+02:00 2013-06-03T07:54:17+02:00 /viewtopic.php?t=4136&p=44723#p44723 <![CDATA[Re: New FXs.]]>
http://www.moddb.com/mods/supreme-battlefeel

Statistics: Posted by Krapougnak — 03 Jun 2013, 07:54


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2013-06-02T23:03:42+02:00 2013-06-02T23:03:42+02:00 /viewtopic.php?t=4136&p=44667#p44667 <![CDATA[Re: New FXs.]]>
look here: http://www.moddb.com/mods/firey-explosi ... ion-mod-23

Statistics: Posted by eXcalibur — 02 Jun 2013, 23:03


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2013-06-02T16:19:39+02:00 2013-06-02T16:19:39+02:00 /viewtopic.php?t=4136&p=44605#p44605 <![CDATA[Re: New FXs.]]>
Ze_PilOt wrote:
I'm not particularly fond of them (even I would like more particles effects when things explode), but some people want them in, so I give it a try.

They are unambiguously bad. Can you give us names of these people? Just to know they have no taste.

Statistics: Posted by Raghar — 02 Jun 2013, 16:19


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2013-06-02T16:00:50+02:00 2013-06-02T16:00:50+02:00 /viewtopic.php?t=4136&p=44592#p44592 <![CDATA[Re: New FXs.]]>
Those new effects are not bad, but not extraordinary either.

Statistics: Posted by Lu_Xun_17 — 02 Jun 2013, 16:00


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2013-06-02T21:57:55+02:00 2013-06-02T11:19:07+02:00 /viewtopic.php?t=4136&p=44568#p44568 <![CDATA[Re: New FXs.]]>
Code:
#---------------------------------------------------------------
# Explosion Effects
#---------------------------------------------------------------
ExplosionEffectsSml01 = TableCat( FlareSml01, ExplosionDebrisSml01, TLandGaussCannonHit01 )
ExplosionEffectsMed01 = TableCat( SmokeMed01, FlareSml01, ExplosionDebrisMed01, ExplosionDebrisSml01, NapalmExplosion )
ExplosionEffectsLrg01 = TableCat( FlareSml01, SmokeLrg01, ExplosionDebrisLrg01, NapalmExplosion, TLandGaussCannonHit01 )
ExplosionEffectsDefault01 = ExplosionEffectsMed01
ExplosionEffectsSml02 = TableCat( FlareSml01, ExplosionDebrisSml01, NapalmExplosion, TLandGaussCannonHit01 )
ExplosionEffectsMed02 = TableCat( SmokeMed01, FlareSml01, ExplosionDebrisMed01, ExplosionDebrisSml01, TLandGaussCannonHit01 )
ExplosionEffectsLrg02 = TableCat( FlareSml01, SmokeLrg01, ExplosionDebrisLrg01, BigExplosion, NapalmExplosion, TLandGaussCannonHit01 )

DefaultHitExplosion01 = TableCat( FlashSml01, FlareSml01, TLandGaussCannonHit01, SmokeMed01  )
DefaultHitExplosion02 = TableCat( FlashSml01, FlareSml01, SmokeSml01 )

ExplosionEffectsAir = TableCat( FlashSml01, FlareSml01, FireCloudExplosion  )
DefaultHitExplosionAir = TableCat( FlashSml01, FlareSml01, FireCloudExplosion  )


I would also personnally remove the "reclaim effects", the flash is too big, there is no need to increase this effect.

#---------------------------------------------------------------
# Reclaim Effects
#---------------------------------------------------------------
ReclaimBeams = {
EmtBpPath .. 'reclaim_beam_01_emit.bp',
EmtBpPath .. 'reclaim_beam_02_emit.bp',
EmtBpPath .. 'reclaim_beam_03_emit.bp',
}

ReclaimObjectAOE = { '/effects/emitters/reclaim_01_emit.bp' }
ReclaimObjectEnd = { '/effects/emitters/reclaim_02_emit.bp' }


After that, a big problem remains : the ugly fire fx for trees that also doesn't destroy trees enough when the ACU spaws. I can't find what needs to be changed / reverted to get the normal fire back.

EDIT: since this thread is about testing new fx, I'm posting here a new fx for the cerberus / rhino shot.

EDIT2: if the poptree.lua is modified too, it should be restored to prevent the (ugly) fire to not destroy trees enough when ACU spawns.

Statistics: Posted by pip — 02 Jun 2013, 11:19


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