Data Realms Fan Forums http://forums.datarealms.com/ |
|
District 9 http://forums.datarealms.com/viewtopic.php?f=1&t=16539 |
Page 8 of 11 |
Author: | Benpasko [ Fri Oct 23, 2009 10:20 pm ] |
Post subject: | Re: District 9 |
Lol, I love the part where you jump on the dummy, and ninja-flip off his head. |
Author: | Duh102 [ Sat Oct 24, 2009 1:30 am ] |
Post subject: | Re: District 9 |
Sunrise wrote: I wonder if the mod apart from District 9 effects deservs it's own thread or it's OK to post it here? I would welcome an effects library on it's own. Included with D9 would be fine as well. |
Author: | Metal Meltdown [ Sat Oct 24, 2009 10:02 am ] |
Post subject: | Re: District 9 |
For what it's worth, I think you should post it in a separate thread if you want to post it as a modding aid for people who are incapable of making it themselves (like me) or here if you want it to be a part of D9 exclusively. |
Author: | Sunrise [ Sat Oct 24, 2009 7:03 pm ] | ||
Post subject: | Re: District 9 | ||
And as I promised here is the beta version of particle effects library. Warning! Wall of text and code. What it dose is basically reduce Lua coding of various particle streams, effects and traces to something like this (this is the actual listing of all lua code of D9 Arc Gun): Code: function Create(self) self.origin = IsAnyActorAtPosition(self.Pos); if self.origin ~= nil and MovableMan:ValidMO(self.origin) then local AimVector = ConvertAngleToNormalizedVector(self.origin:GetAimAngle(true)); self.Pos = self.Pos + AimVector*15; CastD9Lightning(self.Pos, AimVector, 350, self.origin.ID); end self.ToDelete=true; end
So creating similar effects becomes more like ini moding. The actual CastParticleStream function with all parameters (lots of them ): Code: function CastParticleStream(StartPosition,DirectionVector,ArcLength,MinimumDeviationFromTheAxis, MaximumDeviationFromTheAxis,MinimumNumberOfArcFractures,MaximumNumberOfArcFractures, MOPixelToDrawWith,DrawJitter,MinimumDrawLengthMultiplier,MaximumDrawLengthMultiplier,DrawingQuality, MOIToIgnore,FunctionToCallOnHitMO,p1,FunctionToCallOnHitTerrain,p2,FunctionToCallOnHitNothing, p3,PassAllParameters) Most parameter's names are self-explanatory so for now I'll focus only on some of them but if there would ever be proper release I'll write a detailed manual. Minimum/MaximumDrawLengthMultiplier - Length Multiplier range for individual lines in resulting effect. This is responsible for these neat little branches of lightning. Set to 0+. If Min = Max the length would always be the same. If Min,Max=1 Lines would strictly fit into stream path. DrawingQuality - How smooth the effect will be .Reasonable values 0 .. 1. 1 - draw 1 particle for each pixel. 2 - Skip every second particle and so on. One of the main ways of reducing lag is to tinker with this value and adjust particles lifetimes. It IS possible to create effects with almost no lag - just tinker with different settings. MOPixelToDrawWith - Particle to draw with, yes, for now only MOPixels are allowed. The things i like most: FunctionToCallOnHitMO, p1 FunctionToCallOnHitTerrain, p2 FunctionToCallOnHitNothing, p3 PassAllParameters You can define your own function or use one from the library for CastParticleStream to call on each of this occasions. For example Arc gun is set to ExplosionOnRootMO,nil,DoNothing,nil,DoNothing,nil this means that if it hits MO it calls ExplosionOnRootMO function which creates explosion right on RootMO of whatever it hit, otherwise it do nothing. To each of these functions CastParticleStream passes some variables + optionally p# + optionally all initial parameters of CastParticleStream . For now apart from base functions library contains Stream presets and effects: CastD9Lightning CastTerrainDamagingLightning CastDecorativeLightning CastBeam CastElectroBeam LastPositionExplosion ExplosionOnRootMO Some exapmples. If you are interested - download and see for yourself. I want to tell so much more, describe all the ideas I have, but I think it will be enough for now. Lua to the masses! P.S. I added the exclamation mark in the mod name to ensure that it loads before any mod that may use it so you don't have to integrate it.
|
Author: | Methelina [ Mon Oct 26, 2009 9:05 pm ] |
Post subject: | Re: District 9 |
HElooo! Wooo!!! Pretty nice! Great Work Sunrise! Thxx! And A Lot of Thx for the Best CC Lightning Effect!!! *Applause* P.S.: Now im have a big trouble with Wrap Gun... I cant make a disappearing wrap wave effect in air =( Video. How it must be. 500kb And another one... I found an interesting rare weapon pick from a cutted scenes in D9. And i want a weapon from it=) This strange weapon was used by Wikus to crush down the MNU Entrance Door, but in TV version we can see only moment after weapon usege as big BOOM with blue electrified clouds without weapon close-up. But Rare pick is here! And now i drawn a simple scetch for a future sprite! HE-he! No one gone from me!!! |
Author: | gtaiiilc [ Tue Oct 27, 2009 12:08 am ] |
Post subject: | Re: District 9 |
WONDROUS NEWS! The consept artist for the move has released some of the art and now we know the weapons names ! More at his web site - http://gregbroadmore.blogspot.com/ |
Author: | Methelina [ Tue Oct 27, 2009 2:22 am ] |
Post subject: | Re: District 9 |
Hehehe This is old news!=) When i start to work on this mod i already read this =) |
Author: | Methelina [ Tue Oct 27, 2009 4:43 am ] |
Post subject: | Re: District 9 |
Ok! Today is day of first preRelease! First Betta here to test=) Im waiting urs words and bug-fix |
Author: | Updog [ Tue Oct 27, 2009 6:03 am ] |
Post subject: | Re: District 9 |
I cant run it, I get a failed to load D9.rte/ModuleIcon notification Edit: got it to work, trying out now |
Author: | Tap [ Tue Oct 27, 2009 6:46 am ] |
Post subject: | Re: District 9 |
Cant wait till this mod comes out! D9 was probably one of my fav movies. i like the exoskeeton mech suit. sprites are awesome! |
Author: | Methelina [ Tue Oct 27, 2009 11:09 am ] |
Post subject: | Re: District 9 |
MMMm Thx! Yeah me too! Best mov by P. Jexon after LotR |
Author: | 411570N3 [ Tue Oct 27, 2009 11:12 am ] |
Post subject: | Re: District 9 |
The smoke trails don't work too well when firing upwards, but the rest of the mod is really quite good. Also, the Exoskeleton occasionally gets stuck in the ground. At the possible cost of slightly increasing the already wonderfully small amount of terrain eaten by it walking, you might want to increase the push strength a little bit to make it happen less often. |
Author: | The Decaying Soldat [ Tue Oct 27, 2009 3:55 pm ] |
Post subject: | Re: District 9 |
How I love this beta. Very good work on the weapons. Especially love how the arc weapons adhere towards possible targets. The other weapons are all destructive and fun to use, all with great visual effects. But where's the 'pusher' gun that Wikus used to loot weapons from the gangsters? Suggestions: -Juice up the battlesuit, in terms of jump and armor -Add guided missiles to battlesuit -better sfx(I'm sure you're on it since it's just a beta) -Up the throwing power of the gravity manipulator thing The only thing I think is bad is the prawn. It's huge, when compared to the battlesuit or CC actors it's just HUGE. |
Author: | Methelina [ Tue Oct 27, 2009 5:41 pm ] |
Post subject: | Re: District 9 |
Holy Crack!!! Awesome! Sun, ur skills are amazing! Top-score work! |
Page 8 of 11 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |