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Author Topic: Battlestar Galactica Mod particles  (Read 15049 times)

Offline Slezar de Fanel

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Battlestar Galactica Mod particles
« on: May 16, 2010, 23:46:47 »
While looking for particles of Nexus on Google, i stumbled upon the following movie, which displays the particle system of the Battlestar Galactica Mod.
Youtube Link

Ok, since iam new to modding Nexus take this suggestion with care. I actually started thinking about this because of the comment to the video.

Quote
#By Mazryonh:
It's too bad that the particles of impacts (and also the particles of destroyed missiles) pass right through the model's polygons. Maybe the engine for N:TJI2 would fix this.


I think you can easily fix this by creating a particle/emitter that has a CONE or projection geometry instead of SPHERE projection geometry. Read Page 44 of the modding manual about emitter description for more info about it, because it also states that u can project a cone in the opposite direction of the impact direction.

For the missile explosion traveling threw the ship. Well, that is because of the e.wind statement, which allows a emitter to travel the same path as the previous effect or model it is aassigned to. I think when u delete it, the explosion will stop at the position of impact or when it gets destroyed.

Iam just downloading the mod right now, so i havent tried them, will take a look soon :). Well i just didnt like the quote that N:TJI2 would fix this, hope it was some help

Offline jstubbles

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« Reply #1 on: May 17, 2010, 02:09:42 »
Heya, thanks for the heads up. We know the effects aren't perfect - we're still in Beta afterall :)

The particles for ship impacts are being done through straight up EFX editing - not PRT file scripting. They are different beasts entirely and nobody on the NBSG team knows PRT editing to any degree. In time, I'll be learning the PRT system and scripting new stuff. We have a lot more content to work on before worrying about perfecting the particles, however.

For the explosions going through the ships, yeah the e.wind factor is a bitch (especially since there's no WIND in space! hah). But again, these effects are based on the the EFX particle system, not PRT scripting. Hopefully when we get to that point, it can alleviate these issues :)

Thanks!

Offline GeoModder

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Re: Battlestar Galactica Mod particles
« Reply #2 on: March 18, 2011, 23:18:03 »
Since this is the only BSG thread I could find in this section of the forum, I'll post here.

Have you guys (creators of the BSG mod) found this quasi-official depiction of the Centaurus star system?

I found a smaller version of it in this article on the BattlestarWiki site.

Offline GeoModder

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Re: Battlestar Galactica Mod particles
« Reply #3 on: March 25, 2011, 12:53:34 »
Little mistake. I of course meant the Cyrannnus starcluster from BSG. ;)

Offline jstubbles

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Re: Battlestar Galactica Mod particles
« Reply #4 on: July 21, 2011, 19:49:58 »
Interesting find there, thanks!
I've been basing stuff on other fan made layouts, but this one looks better.

Offline GeoModder

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Re: Battlestar Galactica Mod particles
« Reply #5 on: July 24, 2011, 20:03:30 »
In the end it might be better to have two solar systems (Helios Alpha-Beta and Helios Gamma-Delta), because even if the one pair of suns is quite far off they keep displaying sunshine on planets from the other pair.

Offline jstubbles

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Re: Battlestar Galactica Mod particles
« Reply #6 on: July 25, 2011, 00:26:34 »
I actually ended up having to make multiple systems for it. If there are 2 active suns in a system file, the realtime lighting no longer works. The inteam version on Assembla has the new systems.

Offline GeoModder

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Re: Battlestar Galactica Mod particles
« Reply #7 on: July 25, 2011, 22:17:53 »
I noticed the suns were split up.
Interesting, a black sun doesn't interfere with realtime lighting, but a "normal" sun does? Didn't know that. I always assumed the black sun was to have a second fake lightsource in a star system with a single sun in it.

Would you like me to split up my Cyrannus system file in four systems? The planets and other objects are still in correct positions there...

Offline jstubbles

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Re: Battlestar Galactica Mod particles
« Reply #8 on: July 26, 2011, 00:40:39 »
Since when were you working on the systems? It was on my task list, which is why I created them....

With the lighting, the engine supports 2 light channels. If only 1 sun is there, only 1 channel is used. If a second sun is there, the second channel is used. The only time the lighting is dynamic from weapons is if one of those two suns is blocked by a planet, effectively rendering it intert but still active. The weapons then cast light because the channel is available. So we fake the planetary shadow by making the sun extremely small so it casts no light but is still active.

Offline GeoModder

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Re: Battlestar Galactica Mod particles
« Reply #9 on: July 26, 2011, 18:29:01 »
I think I started working on it somewhere late April, a few weeks after I learned the poster existed.
It was about finished late May I think, and supplied to Galaxy366.

EDIT: in case you hadn't noticed, I made the systems astronomically plausible (distances from habitable planets to their suns and such. ;)
« Last Edit: July 26, 2011, 18:44:06 by GeoModder »

Offline jstubbles

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Re: Battlestar Galactica Mod particles
« Reply #10 on: July 26, 2011, 20:16:26 »
Ah that's cool then. If you could then, feel free to redo all of the systems I have listed in the current inteam version in Assembla. Just make sure they're broken out in that way or the lighting won't really work.

Thanks!