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more usefull information... const_effect

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Post Tue Mar 18, 2003 9:16 am

more usefull information... const_effect

I wanted to find out which projectile effect looked best as a beam weapon , so i decided to go through them all (or as many as i could find)

I looked at them and took some notes...

These first ones each have numbers 1-4 except when otherwise labeled
Different factions tend to be same effect with different colors, i wrote some of them down.


pi_photon_01_proj [1=short pulse best for beam ... all seem mostly the same, GREAT for beams esp. 4 (head and tail withd becomes more similar 1>4)
pi_laser_01_proj [boring (4 good for red laser beam)
pi_tachyon_01_proj [COOOOOLL!!! 1=little boring, 2=proj withhex tail, 3=proj with lightning tail, 4=longer lightning tail
pi_particle_01_proj [1=boring 2=star head with ultra short tail (blob) 3=star head with thick tail and pulsating aura, 4= glittery trail (kinda boring)
pi_neutron_01_proj [1=bit boring again, 2&3="cone shaped?" 4= "flare up"
pi_pulse_01_proj* [other numbers are invisible
pi_plasma_01_proj [Flamethrower look when refire 0; 1= blurry 2= sharp 3=blurry 4=crashed game,(doesn't exist?)

ci_photon_01_proj [yellow/Green
ci_tachyon_01_proj [Multicolored
ci_laser_01_proj [multicolored
ci_pulse_01_proj [white/yellow

li_laser_01_proj [light blue
li_plasma_01_proj [multicolored

br_tachyon_01_proj [white
br_particle_01_proj [white/light blue

ku_neutron_01_proj [yellow to blue
ku_photon_01_proj [yellow

rh_tachyon_01_proj [yellow
rh_plasma_01_proj [green



nomad guns all similar simple purple thing

no_gun01_rank01_proj(1)


these are the effects for the lvl 10 special weapons different numbers are tend to be different colors and slight varaiants.

sp_annihilator_01_proj (1,2,3) ["photon torpedo"

sp_bloodhound_01_proj (1,2,3) [ringed "rail gun"

sp_destabilizer_01_proj (1,2,3) [Cool energy blob

sp_distortion_01_proj (1,2,3) [not as cool as it sounds

sp_doomsday_01_proj (1,2,3) [not as cool as it sounds




These are pretty cool effects, which you'll have to see, their size doesn't seem appropriate for a fighter.

br_gunboat_maingun*
ku_gunboat_maingun*
rh_gunboat_maingun*



These are the boring turret effects you get when a base shoots at you, mostly the same, different colors

no_capgun01_proj*
pi_capgun_01_proj*
br_capgun_01_proj*
ci_capgun_01_proj*
li_capgun_01_proj*
ku_capgun_01_proj*
rh_capgun_01_proj*

-------------------------------------------------

to look at any of these, simply find a gun you have on your ship in the "weapon_equip.ini" and edit the part of this line in the arrows

const_effect = >ci_photon_04_proj<

making it...

const_effect = li_tachyon_04_proj

for example.

try them, they're fun


feel free to edit or add with corrections and additions, i know this is not all- inclusive.

Post Fri Mar 21, 2003 9:16 am

At Omnimancer's request I have deleted the seperate thread and have placed the information here.

Making custom effects without overwriting the origionals:

Here's a way to add effects without overwriting the ones already there.

In the Data/FX/ directory there is a Beam_Effects.ini and an Effects.ini. The effects.ini is basically a giant reference. It takes the effect names specified in weapon_equip.ini and matches them with the visual effects.

here's one of the more basic entrys for the prison ship:
[Effect
nickname = gf_br_prison_engine01 <----- this is what is referred to in another.
effect_type = EFT_ENGINE_LARGE_FIRE <----- type of effect, tells the engine where to look (I think) for the appropraite effect.
vis_effect = gf_br_prison_engine01 <----- the effect name that should appear in one of the effect ini's in the FX directory.


Simply add entries in here and then add an entry for vis_effect in the appropriate ini. When I explore the ini files more, I'll beable to specify which ini files have which effect types in them. All of the "EFT_WEAPON_PROJ" effects go to the beam_effects.ini. That's how to make custom beams without overwriting existing ones.

----------------------------
Additional information:

In the Beam_Effects.ini one can make different projectile and beam effects, I made a complete set of beam weapons for the britonian battleship. Here's a brief rundown of what I have gathered with my exparamentation.

[BeamSpear <------ Default declaration for this file, they ALL begin with this.
nickname = br_tachyon_01_beam <---------- name referenced in effects.ini
tip_length = 5 <----------------- Length of the tip of the projectile or beam.
tail_length = 70 <----------------- Tail length. This example makes the projectile look like a spear.
head_width = 3 <--------------- width of the head style (Below)
core_width = 2 <--------------- width of the core of the beam, a fat/thin pulsing effect can be gained by making this bigger then the head width.
tip_color = 64, 99, 191 <--------- these are RGB values. Use MSPaint to get a color and then copy the colors numbers in here.
core_color = 70, 110, 210 <--------- same as above but for the core.
outter_color = 64, 99, 191 <------- outter rim of the beam or projectile.
tail_color = 32, 49, 95 <------- trail color
head_brightness = 0.800000 <---------- self explanetory, how bright the head is.
trail_brightness = 0.700000 <---------- same as above, but for the tail.
head_texture = star <------ There are various types for this: star, ball, thin, wide.
trail_texture = thin <----- same as above but for the tail.
flash_size = 3 <---- not sure, I think it's the intensity of the flash when the weapon firing the effect is fired.

-----------------
Arrr...
Razage, Border system pirate.

Post Fri Mar 21, 2003 10:12 am

this information also applies to
http://www.lancersreactor.com/t/forum/t ... e=&M=False

thanks moderators.

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