A few new shots to bridge the gap until the new trailer: <a title="Some examples of new particle effects - Mod DB" href="http://www.moddb.com/mods/the-last-stand/images/some-exa
ManSh00ter
It's called Real Life and it tends to get in the way, folks. :) I'm workin' on it!
Hah, interesting, so that's how it looked...
Yeah and greebled to high heaven. ;) But there is no contest between the Star Destroyers and Leviathans... it's Space Daggers vs. Space Clothes-Line Clamps. :p
Those will do just fine ZombiesRus5, thank you very much! Now let's see how they look when on fire. ;) Major Stress, I just need the ingame meshes so I can use them in the intro movie for some scenes. I just checked how they port over from Max to Softimage and everything seems to be fine, UV's are there and all. Thanks everyone!
Does anyone have access to original ship models from the game? I am making a still-frame intro movie for Invasion and would love to be able to include the game ships in some of the scenes. Alternatively, I also seem to remember there being a 3DS Max .mesh importer a while ago, does that work with Max 2009 (and if it does, anyone got a link)? If you have the meshes and can send them over in Max or Softimage readable format, let me know. I would be very grateful and you get a pl
Those space clamp ships always looked so damn funny to me... never could take them seriously. So far from the genius behind the Star Destroyers...
Thanks - the effect is achieved by using a very long tile beam texture with a high tiling speed and three closely spaced bursts set to synchronize the targeting spot. That way you get overlapping sine motions which help break up the obvious patterning when using just one burst.
A little screenshot to show off the new particle effects: Cruiser spotlight video coming soon!
Question: is there a way to ensure particles are oriented perpendicular to the mesh surface when they strike? For example, having sparks fly outwards, always away from the ship hull when struck by a projectile. If so, which axis counts as the one perpendicular to the surface of the mesh?
[quote who="Lavo_2" reply="21" id="3050208"] Quoting TobiWahn_Kenobi, reply 20Not true, I'm using 7.5 all the time. Confirming; I'm on Win7 64-bit Ultimate edition and run 7.5 just fine. Everything I've rigged has been done in 7.5 without issue.[/quote] Well, 7.5 runs fine, the problem is with exporting .xsi format - convertxsi.exe has issues with it and I haven't been able to figure out what aside from the fact that something has changed in the way .x
You proportionally size them by making a simple object, for example a sphere or a box, then keep resizing and exporting (make sure you freeze all transformations in XSI before exporting) it into game until you get it roughly the same size as as a frigate. Then, with each new model you make, you size it up against that box or sphere or already resized models. If you want a frigate size object, make it the same as the box. If larger, make it bigger, etc. That
Yep, but you still have the issue that the Sins engine kills all particles related to the projectile travel effect as soon as the projectile "hits" the target. So you can't have a irregular beam effect, just a brief flash of lightning. As for shaders, forgot that GS_Ship shader works just fine. Also a very nice way to display fully textured (normal mapped and all) particle meshes. Can't have partial transparency though, but oh well.
So where exactly is the problem? Do you get weird feedback from convertxsi.exe? Or you get errors trying to run XSI itself? Have you tried running runonce.bat to fix XSI? What version of Win7 are you running? Tried compatibility mode? I rin Win7 Ultimate, and the only version of XSI which exports the ,xsi format correctly for the convertxsi.exe is 6.01 I *work* with the latest version of Softimage, but have to use the old one for export. IMO, if the model doesn't s
Another question: how come regular ParticleMesh shader no longer works? Some of my debris particle effects used that shader and all was fine before, now they simply no longer show up, ingame or in the PF.
Working hard on particle effects / polishing ships, the release estimate will be announced with the next update.
Not at all, since the thread is not dead. :) It periodically comes alive when I post updates every few weeks, just like some weird alien creature from outer space. It can't really be killed.
That's why I asked for opinions here instead of spending hours tweaking stuff myself. ;) The Xin will be using a relatively small variety of weapon particle effects, both for visual consistency reasons and to save time, so I want to make those effects as awesome looking as possible. For example, I am making breacher drone effects which hopefully will end up looking something like the squids from the Matrix and will serve as missiles for the Xin, reused across many ship typ
I use Filter Forge for stuff like lightning, it speeds the process up and the results are pretty awesome. But whatever you do with the particles, you can't have the kind of effect I had in mind, simply because the game terminates the travel particle effect as soon as it hits the target. Also, you would need to spread out your lightning texture a bit so it weaves more, then have every frame terminate roughly in the same area (you can achieve that by using the Liquify filter
Tried a tiled projectile effect, but it just doesn't look good enough. Ultimately a beam effect with a very long core texture and a high tiling speed produces a relatively good irregular beam effect. Unfortunately it's just an engine limitation... if Ironclad adds texture animation support for beam tiles then awesomeness can occur, until then this is the best that I can do... [video]http://youtu.be/cYctQ_5ygJc[/video]
Lol, that looks like the texture and texanim (same name even) I made for the "focus" effect for some of the plasma beam weapons (where flat bottom is so that it looks better when "emanating" from a surface) . Can't be it since I don't remember ever releasing it though (and it doesn't matter anyway). Thanks for the example code - it's actually a sort of a proof of concept for the kind of effect I have in mind, with seamless animated textures. Turns out it might work out
So as the title says, I am interested in ideas how to achieve a true lightning effect for a beam-like weapon. The idea is to create something like a beam effect, but without the obvious tiling issues normal beams have which always results in some sort of a sine-wave appearance. So basically, irregular lightning beam. I considered using a projectile weapon effect with seamless, randomly animated texture segments detached from the emitter and rigged so that they match up as the projecti
Open PF 1. New Point Emitter 2. Select Particle Mesh file (near the bottom of the list) 3. Set Emitter:Point Angle Variance to 0 4. Set Particle Shader to "ParticleMeshOld" 5. Hit F5 to start particle simulation That's it. You of course have to have relevant texture files in the "Textures" folder where your PF is located and have them referenced in the mesh file itself, which should be in the "Mesh" folder, again in the same location as the
Hah, that worked. Thanks! It works with PF3 as well, so I can just keep using that (it also reads what you give it, as far as I know).
Unfortunately, the point emitter doesn't work - I run into the same display error; if I have textures in the relevant folder, then the model is invisible. The only way to view meshes in the PF (either version) is to remove all textures, at which point I get a featureless pure white outline. That way at least I can scale the effect, but it makes the process much more difficult, especially since alignment of particle effects can get tedious. Anyone knows a solution to this i