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Light Grenade
Posted: Sun Mar 16, 2008 4:03 pm
by FragMe!
So once again I decide to foolishly attempt to make a functioning flashlight. I did manage to put it in as an animated add on and it looks cool enough but as for lighting things up it left much to be desired.
But while playing around with ODFs and things I came up with the Light Grenade. It throws just like a thermal but I reduced the gravity a lot so it floats for a while. It will rebound of off walls and the ground. It also has the added benifit of once it "expires" it blows up just like a normal thermal, (sorry other team

). I made a quick mesh for it of a sphere within a sphere so you can see where it is. I will probably reduce the throwing velocity so it won't travel as far plus some other tweaks.
No more dark and scary places
The video shows first the flashlight add on then the Light Grenade in the enclosed space (I bounced them cause it is hard to aim in Freecam mode) and the explosions then finally lighting up a distant object.

Re: Light Grenade
Posted: Sun Mar 16, 2008 4:12 pm
by NullCommando
I'm liking the light addon! Though for a clone it would be better in the side of his helmet

Re: Light Grenade
Posted: Sun Mar 16, 2008 4:14 pm
by woner11
The whole thing looks really good. If it were me I would keep the distance, but maybe change the msh to look like some small box or something. So then you throw the box, it lights up the room and then explodes. Oh well, very good job. Will you be releasing it?
Off topic: What map was that?
Re: Light Grenade
Posted: Sun Mar 16, 2008 5:01 pm
by SBF_Dann_Boeing
Y don't you have the flashlight actually fire those light nades?
Re: Light Grenade
Posted: Sun Mar 16, 2008 5:09 pm
by FragMe!
I do have a version of the flashlight as a weapon so ya I could make it the ordinace for it or have them shoot out of a mortar launcher oh the possiblities are endless just a bit more ODF manipulation.
Re: Light Grenade
Posted: Mon Mar 17, 2008 11:36 am
by Grev
That looks great! When might they be released? And can the light be added to vehicles?
Re: Light Grenade
Posted: Mon Mar 17, 2008 11:54 am
by trainmaster611
Looks sweet Frag

Re: Light Grenade
Posted: Mon Mar 17, 2008 3:57 pm
by venort
nice.
off topic: that map would be good with default sides if you released it on star wars battlefront files.
Re: Light Grenade
Posted: Mon Mar 17, 2008 4:01 pm
by darth omm9
cool idea
Re: Light Grenade
Posted: Mon Mar 17, 2008 6:18 pm
by MandeRek
Talking about light: Can i put a null into a mesh (so hp_light in a sphere for example) and attach the odf to that? I know that will work, since the tusken campfire does that, but my real question is, can light travel out of the mesh? Not that it can't go through the mesh to the outside? Because we need to see it ofcourse
Also, can we attach light odf's to everykind of odf? Like weapons, weaponordnance, vehicles, vehicleweapons, vehicleweaponordnances etc? Thanks in advance, and looks great btw!

Re: Light Grenade
Posted: Mon Mar 17, 2008 6:21 pm
by SilvaDalek
The video won't load

Re: Light Grenade
Posted: Mon Mar 17, 2008 8:22 pm
by FragMe!
@MandeRek
There is a document called Attached Effects. I think it either came with the Modtools docs or I got it from pyshcoFreds site but it explains how to attach effects using both odf and FX files. Now to the disappointing part yes you can attach, lets say a light, to a vehicle using either method and it works good it lights up the area the same way the grenade does but here is the bad part if the vehicle dies gets blown up or whatever the effect stays right where the vehicle died so after a while you have all these light effects all over the place. The reason why the light grenade works and vanishes is because all I basically did was change the glow parameter that was already present on the thermal and by changing gravity gave it a longer life. The thermal like other ordinace like mines don't "arm" until they make non moving contact with something in the case of the thermals that would be the ground. I also know from experience I have not been able to attach a light effect to a weapon such as a rifle, I have not played around with a light saber at all to see if it can be converted to a non-lethal light emiting type of thing, some would call a flashlight. For flashlight that is shown in the video the light cone is actually part of the model I just did a color at vertex and glow thing to it. That is also why it doesn't actually light anything.
As for which things you can attach to, weapons or vehicleweapons no, vehicles yes but the efffect stays, weaponordnance I cannot say for sure as I have not played too much with that except what I have tried.
@silva I just tried the link and it worked, it may be FF playing with your mind (and your computer) again
I have attached the Effects doc just in case it was not in the modtools docs
Attached Effects.zip
Re: Light Grenade
Posted: Mon Mar 17, 2008 9:25 pm
by SilvaDalek
All of the sudden it works! That is awsome! ([Diet Coke] you filefront . . .)
Re: Light Grenade
Posted: Tue Mar 18, 2008 10:43 am
by MandeRek
Wow, thanks a lot FragMe!
Maybe one day we find out how to add light perfect, though i understand it has been tried a lot already: thanks for this doc!

Re: Light Grenade
Posted: Tue Mar 18, 2008 4:24 pm
by SBF_Dann_Boeing
i got an idea. A beam laser would work perfectly for this. Just make the weapon fire an invisible beam laser, that will make light appear around the beam, while it looks like it's coming from that attached light you put on.
Re: Light Grenade
Posted: Wed Mar 19, 2008 3:08 pm
by TheDarkMask
Totally AWESOME FragMe!
Re: Light Grenade
Posted: Thu Mar 20, 2008 11:53 pm
by FragMe!
First of all I am not obssessed I just refuse to let anything get the better of me so...
Here is another video of the lightgrenade it has a glow to it now and on the second part of the video is...
A mostly working flashlight

Thanks to the hint by all things weapons, none other that Dann Boeing, I changed the ordanace to a beam type effect. It is a weapon, you have to turn it on "fire it" and it will last for 60 seconds. The added benefit is you can switch back to you primary weapon and the light stays. I will most likely redo the msh to something that fits a little better.
Here is the video
http://files.filefront.com/Flashlightwm ... einfo.html
Re: Light Grenade
Posted: Fri Mar 21, 2008 1:06 am
by Maveritchell
FragMe! wrote:First of all I am not obssessed I just refuse to let anything get the better of me so...
Here is another video of the lightgrenade it has a glow to it now and on the second part of the video is...
A mostly working flashlight

Thanks to the hint by all things weapons, none other that Dann Boeing, I changed the ordanace to a beam type effect. It is a weapon, you have to turn it on "fire it" and it will last for 60 seconds. The added benefit is you can switch back to you primary weapon and the light stays. I will most likely redo the msh to something that fits a little better.
Here is the video
http://files.filefront.com/Flashlightwm ... einfo.html
So wait, I'm not even sure what you're going for here. A beam still isn't a lightsource - it emits a soft glow that provides the appearance of light, but it's more like a light-colored "decal" than it is an actual light.
Also, I'm not sure why you're just not using explosions. You can tack them on to any kind of weapon and they've got real light built in (LightColor, LightRadius, LightDuration). You also basically have free rein over when you create an explosion if you work your .odfs right. (In fact, if you're really set on using a beam ordnance you can create a very short light duration since beams constantly generate impact explosions - but I don't necessarily think beams are the best idea.)
Like I said, I guess I'm confused. Are you looking for actual light or something that sort've fakes the appearance of a flashlight?
Re: Light Grenade
Posted: Fri Mar 21, 2008 1:19 am
by trainmaster611
I know bolts make light (real light, not just glow). What about having an extremely short ordnance lifetime and with a large light radius with an extremely high firing rate. So you have bolts that come out of the rifle and terminate almost right at the originating point. And the constant flow of bolts keeps lights in the room.
I see several problems with this. First of all, the light is in a radius, so you can't focus the light in any direction. It acts as more of a lantern than a flashlight. Second, you would have to hold the trigger down as long as you want the light to run.
Re: Light Grenade
Posted: Fri Mar 21, 2008 1:48 am
by Maveritchell
Bolt-type ordnances don't really create light, though. Again, they have a glow that's sort've like light - this is why I asked my original question. There are a lot of ways you could fake the appearance of a light, but if you want actual light you have to have some kind of setup in the .odf for emitting light.
Bullet-type ordnances, on the other hand, do support light and in fact can even have a light .odf attached to them.
All of this is in the .odf parameters guide, it's a good read and helps prevent confusion about what can and can't be done, and it definitely makes creating unique things a little easier.
For reference:
Code: Select all
Ordnance Beam
BeamWidth
BeamTexture
BeamColor rgba
BeamGlowWidth
BeamGlowTexture
BeamGlowColor rgba
PassThrough
OrdnanceEffect
red_blaster_bolt
red_blaster_bolt_small
green_blaster_bolt
green_blaster_bolt_small
blue_blaster_bolt
blue_blaster_bolt_small
ImpactEffect
Ordnance Bullet
GeometryName
Velocity
OrdnanceEffect
ImpactEffectSoft
ImpactEffectRigid
ImpactEffectStatic
ImpactEffectTerrain
ImpactEffectWater
ImpactEffectShieldSmall
ImpactEffectShieldLarge
ImpactDecalTerrain
ImpactDecalStatic
LightOdf
LightColor rgba
LightRadius
EndLightColor rgba
FadeLightColor
Ordnance Laser
LaserLength
GlowLength
BlurLength
LaserWidth
FadeOutTime
LaserTexture
LaserGlowColor
EndLaserGlowColor rgba
OrdnanceEffect
red_blaster_bolt
red_blaster_bolt_small
green_blaster_bolt
green_blaster_bolt_small
blue_blaster_bolt
blue_blaster_bolt_small
Note that ordnance laser == ordnance bolt. And you will note that the following properties (common properties to all ordnance classes) don't have any specific light references:
Code: Select all
NextCharge
LifeSpan
DamageTransitionDelay
DamageTransitionPeriod
DamageFinalDamage
Explosion
ExplosionImpact
ExplosionName
ExplosionExpire
Damage
MaxDamage
HealthScale
ArmorScale
PersonScale
AnimalScale
DroidScale
VehicleScale
BuildingScale
ShieldScale
TrailEffect
ExplosionEffect
OrdnanceSound
CollisionSound
CollisionWaterSound
CollisionShieldSound
BonusAmplification
BonusColor - rgba
Here are the properties of explosions from which I was citing:
Code: Select all
Explosion Properties
Damage
MaxDamage
HealthScale
ArmorScale
PersonScale
AnimalScale
DroidScale
VehicleScale
BuildingScale
ShieldScale
DamageRadiusInner
DamageRadiusOuter
DamageRadius
Shake
ShakeRadiusInner
ShakeRadiusOuter
ShakeRadius
ShakeLength
Push
PushRadiusInner
PushRadiusOuter
PushRadius
PushDeadOnly
HurtOwner
Effect
WaterEffect
ShieldEffect
Decal
SoundProperty
ChunkGeometryName
ChunkTerrainCollisions
ChunkTerrainEffect
ChunkTrailEffect
ChunkSmokeEffect
ChunkPhysics
FULL
LEAF
STATIC
SIMPLE
ChunkOmega float xyz
ChunkSpeed
ChunkGravity float xyz
NumChunks
ChunkStartDistance
ChunkInitialCollisionSound
ChunkScrapeCollisionSound
VisibleRadius
LightColor
LightRadius
LightDuration