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Author Topic: Mass Effect 2 Thanix Cannon  (Read 10332 times)

Offline Death3ye

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Mass Effect 2 Thanix Cannon
« on: April 10, 2010, 18:04:24 »
Hi,
i got an idea for a new weapon from Mass Effect 2. "The Thanix Cannon".
(Endgame Spoiler)
start at 1min and you see the weapon.

Powerful beam cannon that rips through shields and hulls. It's like the ori beam weapon.
What needs to be done to have this weapon in nexus ?

Offline Mularac

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« Reply #1 on: April 10, 2010, 18:40:22 »
uhm... probably... perhaps with a long snake effect and a right flare it could be done (not the same def, of course, but perhaps a close look-alike).

Offline Death3ye

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« Reply #2 on: April 10, 2010, 20:06:36 »
Thanks, do you have other useful info for me becaue i'm new to modding.

Offline Mularac

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« Reply #3 on: April 10, 2010, 20:27:44 »
sure. This is from the modding manual. You ought to give it a good read...:

Quote
FLARE
Lens flare.

Type -
      1   star + glow + blue anamorphic stripe
      2   star + glow
      3   as 1, but with a “burn in” effect
      4   star + glow + blue anamorphic stripe+ diagonal blue stripe
      5   as 1 + lens reflections (diagonal row of circles on the screen)
      6   as 5 + red circle around the centre
      7   as 1 + red glow
      8   only glow
      9   star + horizontally streched glow and circle + blue anamorphic stripe
      10    as 9, but with a “burn in” effect
      11   glow with  “burn in” effect
      12   glow with black hole inside

Size - size

Colour - RGB colour, with components ranging from 0-1.

ColorB – Secondary RGB colour. If denoted, this is the colour of the secondary glow around the flare, creating a colour transition.

Heat, HeatB – alternative colour denotaion. Used instead of Colour. A single number decides the colour on a heat scale. 0 - black, 0.25 - red, 0.5 - yellow, 0.75 - white, 1 – blue-white, 1.25 - violet, 1.5 - black. An additional attribute of this denotation is the fade effect produced when running the effect – it will run through the scale until it reaches the denoted colour.

RFactor – lense reflection strenght
The four parameters below denote the flare´s time interval changes. With continous effects as projeectiles, these need not be filled in.

Delay - delay. This is the time in seconds after which the flare is revealed.

Attack - run. The flare reaches its full size and brightness after this amount of seconds.

Sustain - sustainment. This is how long the flare stays at maximum size and brightness.

Decay – run down. This is the time in seconds under which the flare winds down in size and brightness. In not given, it will stay constant indefinitely (until it´s switched off).

PulseFactor – vibration. The effect´s size alternates between the  Size and PulseFactor*Size.

ShakeFactor – the camera shake factor measurment, applied when it´s close to the effect. The vibration will lessen squaredly relative to the distance.

Multiply - flare multiplication. Four parameters must be given:
      1. duplicate number
      2. radius of position spread.
      3. size randomization measurement.
      4. delay randomization measurement.

Quote
SNAKE

Plasma trail dragged by the effect. Will project a node at set intervals. These nodes are connected with a STRIP-like effect beam. All nodes inherit the source´s colour and size when projected, but will have an own lifetime after.

If the Speed is set, than this is the speed at which nodes are projected from the effect´s actual position. If no speed is given, beams are only generated when the effect changes posiotion, with still nodes.
In the case of projectiles, the beam will be projected opposite to the travel direction, and in case of engines, in the booster´s direction.

Texture - the stripe´s texture
      11   beam
      13   smoke-ish beam

TexScale – texture streching/comprimation along the beam.

CrSect - if a "*" is given, then when a strip part is nearly parallel with the camera's looking direction, at the nodes of the strip smoke circles appear, rising the quality of the effect (for example
when the camera goes through a ship's booster plasma). It's not worth to apply with small projectiles, because it is a resource consuming effect.

Period – period time between node projection. The basic unit is 0.1 seconds.

Speed – node projection speed.

SRadius, ERadius – beam start and ending width in the nodes, see, NodeDec

Colour, ColorB, Heat, HeatB – source colour (this is the colour inherited by the nodes, see flare).

Planck – alternative heat scale usage, closer to the real Planck-scale.

Additive – “burn-in” effect

Delay, Attack, Decay. Sustain – source colour and size change interval, see flare

NodeAtt – the amount of time in seconds when the node´s reach SRadius thickness and actual source colour.

NodeSus – the amount of time the node keeps the previous values.

NodeDec – the time after which the source fades or rather its thickness will Eradius.


with that information, open up the mod_efx.ini file of your mod (or any mod, for that matter) located on the /universe/engine/ folder, find a number that it's not in use and write something like this:

Code: [Select]
EFX # //number of effec

FLARE
type # //type of the flare, as seen in the above info
size # //idem
color # # # //bla bla
...
FLARE

SNAKE
type #
etc...
SNAKE
EFX

Offline Death3ye

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« Reply #4 on: April 11, 2010, 01:15:48 »
Here my first attempt:

Offline Mularac

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« Reply #5 on: April 11, 2010, 01:27:25 »
nicely done for a first attemp, but I'd recommend having primary color white and secondary blue, that way it'll be a white on the core and blue on the outside.

Offline Death3ye

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« Reply #6 on: April 12, 2010, 03:08:29 »
Here my newest version: