Page 6 of 6

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Thu Sep 18, 2008 2:10 am
by minilogoguy18
it would be best to just make only 1 effect since i can just put a hardpoint for each engine, also so that if someone else needs the effect for something theyve made they can use it if they need it seperate.

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Thu Sep 18, 2008 2:39 am
by -_-
A quick minute edit with one of the shipped exhaust effects. It'll probably cause some drop in frame rate in order to make the rectangular shape. If anyone has the exhaust effect for the Imperial Troop Transport, it'll make this a lot easier.

Download Here

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Thu Sep 18, 2008 8:18 am
by AceMastermind
I tweaked SkyHawk's effect a little more, I removed the ring, and shaped it like a pill:
Image
sky_sfx_exhaust_lambda.fx
Hidden/Spoiler:
[code]ParticleEmitter("JetExhaust")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0020, 0.0020);
BurstCount(6.0000,6.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(10.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(-1.0000,-1.0000);
}
Offset()
{
PositionX(-1.5000,1.5000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(1.0000,1.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.7000, 0.7000);
Red(0, 128.0000, 128.0000);
Green(0, 128.0000, 128.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 180.0000, 180.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.0500);
Position()
{
LifeTime(0.0250)
}
Size(0)
{
LifeTime(0.3000)
Move(0.5000);
Next()
{
LifeTime(0.0700)
Scale(0.0100);
}
}
Color(0)
{
LifeTime(0.0500)
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("specularspot");
}
}[/code]
If the width of the fx needs adjusting then in PE go to:
JetExhaust > Spawner
and in the Property View adjust it in:
Offset > X Position: Min/Max

If the overall size needs adjusting then in PE go to:
JetExhaust > Spawner > Stages
and in the Property View adjust it in:
Size/Min

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Thu Sep 18, 2008 1:12 pm
by Maveritchell
AceMastermind wrote: Like SkyHawk was saying earlier, this fx could be a framerate killer.
I've done something similar for an exhaust for the Falcon, and it doesn't seem to have a real negative effect on FPS. "Big" particle effects only really cause a framerate drop if there are lots of (instances of) them.

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Thu Sep 18, 2008 1:24 pm
by minilogoguy18
yeah theres no drop in FPS, once i get the effect placed properly and scaled to the right size and all ill post some pics, it looks perfect, thanks guys.

well XSI is being lame, i reinstalled the msh exporter and every time i try to re-export the mesh it just crashes XSI. anyone else here using XSI 6 with the SWBF2 exporter? i must not have the exporters settings correct but im branch selecting dummyroot before exporting like i remember doing. help anyone?

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Thu Sep 18, 2008 2:20 pm
by DarthD.U.C.K.
the exporter wont work with XSI 6

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Thu Sep 18, 2008 2:28 pm
by minilogoguy18
na it does, i used to use it all the time back in the day, its just touchy with what settings you have it on, ive always used XSI 6.01.

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Thu Sep 18, 2008 2:49 pm
by AceMastermind
Unless you're referring to the options you can check in the exporter window, I have no idea what other "settings" you speak of.
Softimage made some minor core changes from version 5 to 6 which caused some older addons to not function properly, and they made a major core change to incorporate ICE into version 7 (which is really fun to play with! :P ).

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Thu Sep 18, 2008 11:09 pm
by minilogoguy18
well like EVERY model i ever made for this game came from ver 6.x (had 6 and then updated to 6.01 for free and stuff still worked), i think i need to just read my own tutorial on vehicle creation and see if im missing something cause it always worked before.

EDIT: theres gotta be someone else here using XSI 6, i just know it, i couldnt have been the only one using it with the exporter but now it doesnt work, help anyone?

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Fri Sep 19, 2008 7:03 am
by AceMastermind
If you were able to export from version 6 using the Pandemic Tools then you're the only one that I know of to get it working.
I've tried it myself but no dice and I would love to upgrade to version 7 but since the exporter doesn't work in that version either i'm sticking with version 5.
I would really like to know how you got it working in version 6 though.

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Fri Sep 19, 2008 11:45 am
by minilogoguy18
i dunno, it always worked before and when i reformatted my PC and went to reinstall XSI the exporter was still installed according to the addon menu but it didnt show up in the file menu and so i went to reinstall it and now it doesnt work.

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Fri Sep 19, 2008 1:32 pm
by Caleb1117
Worst case scenario, you just have to ask fragMe or Ace to export it.

But it would be really handy to get the addon working; probably still wouldn't work with Modtool though.

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Sun Oct 02, 2011 8:05 pm
by minilogoguy18
Started work back up on this but the problem is the collision, the craft is to scale but folding it's wings out in the stock ISD hangar doesn't work, too tall. Right now just set up so that only the main body has collision set up until I can make the animation play super slow so that the wings aren't all the way folded out before leaving the hangar.

Once I get the collision and animation speed sorted out then I can start on the rear turret which I have never tried before.

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Sun Oct 02, 2011 8:36 pm
by AceMastermind
minilogoguy18 wrote:...until I can make the animation play super slow so that the wings aren't all the way folded out before leaving the hangar...
ODF controlled forward motion is trumped by your takeoff animation. The forward motion doesn't initiate until the animation cycle is completed. If you animate the takeoff going forward then it will fly backwards on landing since the animation is played in reverse.

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Sun Oct 02, 2011 9:26 pm
by minilogoguy18
Then this model may not ever work properly unless I scale it down to a unrealistically small size and it's already too small as is. That or just have no collision on the wings.

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Sun Oct 02, 2011 10:20 pm
by RED51
You could shorten the wings. If you plan on releasing this, remember that some people may not use them in space, or use normal hangers, so you could have two versions of this: one being the normal scaled one, and the other being hanger friendly.

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Mon Oct 03, 2011 8:46 am
by minilogoguy18
Shortening the wings would be the worst idea ever IMO, it would just look cartoony and goofy.

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Mon Oct 03, 2011 1:08 pm
by Lephenix
Weren't you making a new ISD with good size for your lambda ? It can be the solution :wink: .

Re: W.I.P. Imperial Lambda Class Shuttle

Posted: Mon Oct 03, 2011 1:47 pm
by minilogoguy18
Yeah, just that it's kinda on hold until I finish some fighters that were near close to completion before I left SWBF2.