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FX and animations

Posted: Sat Feb 27, 2010 9:55 pm
by wishihadaname
I have alot of units on the field, almost 500 when counting self manning starfighter, cis, and republic. I've noticed that in some of the more crowded battles the fx start to turn off. For example grenades don't glow or the EMP launcher fires invisible rounds. While this isn't exactly gamebreaking it is very annoying and I was wondering how to fix it.

I thought it had something to do with these lines


Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1102

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538

however when I added those memory pools to the .lua the problem didn't go away and neither did the messages.

My other question has to do with animations. How do I make it so that my geonosian elite doesn't double jump or deflect using a pike? I removed all the deflect lines from the obiwan anims (which i'm using for the pike) but he can still block and I have no idea what to remove so that he can't double jump.

Here is the pike's .odf
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lance"

[Properties]

GeometryName = "gam_weap_vibrolance"
ComboAnimationBank = "rep_hero_ep3obiwan"

NumDamageEdges = "2"

FirePointName = "hp_fire2"
LightSaberLength = "0.2"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "7 85 255 128"

FirePointName = "hp_fire1"
LightSaberLength = "0"
LightSaberWidth = "0"
//LightSaberTexture = "violetlightsaber"
//LightSaberTrailColor = "189 7 255 128"
And here is the relevant part of the Geonosians .odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "gen_inf_geonosian.msh"

[Properties]
Label = "Geonosian"
UnitType = "trooper"

//this keeps the player from entering first person with this char
forcemode = 1

GeometryName = "gen_inf_geonosian"
GeometryLowRes = "gen_inf_geonosian_low1"
SkeletonName = "geo"
SkeletonLowRes = "geolz"

MaxHealth = 650
AddHealth = 30

ControlSpeed = "jet 6.00 6.00 6.00"

JetDuration = "30.0" //The duration of the jet push, until its turned off
JetJump = "8.0" //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "geo_wingsfly"

// the cool bit - Mike Z
AnimatedAddon = "WINGS"
GeometryAddon = "geonosianwings_folded"
AddonAttachJoint = "bone_ribcage"

JetType = "hover"
JetFuelRechargeRate = "0.127" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.127" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.05" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.1" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 5.0"
TiltValue = "8"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 5.0"
TiltValue = "8"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 -0.3 4.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 5.0"
TiltValue = "8"
CameraBlendTime = "0.75"

MaxHealth = 125.0

Acceleraton = 30.0
MaxSpeed = 6.0
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 2.25

WEAPONSECTION = 1
WeaponName = "geo_weap_lance"
WeaponAmmo = 0

CollisionScale = "0.0 0.0 0.0"

NoEnterVehicles = 0

VOUnitType = 177
And last thing, is there a way to make him fly faster or is that hardcoded? because when I tried increasing the control speed lines the controls just became uber sensetive.

Re: FX and animations

Posted: Sat Feb 27, 2010 10:05 pm
by Maveritchell
1) Particle effects will always cut off if they overload. There's no way you can modify that memory pool to allow for more. Either reduce the number of particles showing at once (by removing units, etc.) or just live with the issue.

2) If you want to remove a deflect state, edit the .combo file of the unit. Remove any transitions to deflect.

3) Remove the jet jump if you don't want him to double jump. You also say that you want it to fly, though, so that makes no real sense - you can't have both a Jedi jump and flight on the same unit. Since you're using a "hover" jet type, you don't have a double jump.

And control speed for the jet is all you have to control the speed. It be more sensitive the faster (higher) it is, just like everything becomes more sensitive the quicker it accelerates.

Re: FX and animations

Posted: Sun Feb 28, 2010 12:45 am
by wishihadaname
So what would you say is the "max" number of units you can have on the field?

Re: FX and animations

Posted: Sun Feb 28, 2010 5:41 am
by Lagomorphia
I've had minor particle cutoff (jetpacks take about five seconds for the jet to appear, grenades and rockets don't glow.etc) with 64 units.

Re: FX and animations

Posted: Sun Feb 28, 2010 1:10 pm
by wishihadaname
ok.... in that case I think i'll just work arround it by changing some of the fx to shots. The only really annoying part here is the emp launcher so I think i'll just have it fire a big blaster bolt instead.