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How to make rapid fire laser shots in TS which look good?
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DavyCrockett
AA Infantry


Joined: 30 May 2010
Location: Germany

PostPosted: Sun May 30, 2010 9:35 am    Post subject:  How to make rapid fire laser shots in TS which look good? Reply with quote  Mark this post and the followings unread

I'm currently trying to make a mod where a lot of units have some kind of star wars-like rapid fire laser/energy weapons.

#Onfire

I tried making them with normal projectiles, but it looked weird, making the TS-laser noncontinuous (like the gatlinggun shots in cnc generals) is probably impossible and ... so I'm wondering if here is someone who knows how to make good looking rapid fire lasers.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 30, 2010 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the length of the laser is determined by the weapons Range, though not certain. And to get a rapid fire look maybe adjust the ROF= or the LaserDuration =?
I believe LKO knows alot about lasers, maybe he can help.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun May 30, 2010 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know there's an ra2 tutorial on how to get gunfire to look like it is in Generals, which, if you recolor is exactly what you want.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 30, 2010 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

@DavyCrockett
Since you want Star Wars-like laser, the usage of a projectile is the right way to go. And yes, you can't make the special engine-rendered Laser noncontinuous.

Thus you have to create a new projectile shp like the original missiles (e.g dragon.shp). Though this time instead of showing a small white line, let it look like a colored short laser beam.

An example how this could look like you can find on tibweb where i've created a special projectile shp for the banshee proton cannon.


The same way you would have to create a laser line for all 32 directions.

However there are some things you can't do with this technique:
-The laser has to be opaque. You can't have it transparent nor with a transparent outline like the continuous engine rendered laser.
-You can't make it as a non-homing, straight flying projectile. You have to use the ROT=1 logic so the projectile flies in a straight line (instead of an arc like cannons), but due to ROT=1 it is seen as a missile which will try to follow the target. Though if you set the projectile speed high enough you shouldn't notice it that much.
-for each different looking laserbullet you have to create a new SHP as you can't change the color with an ini key like on the engine rendered laser.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun May 30, 2010 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

-for each different looking laserbullet you have to create a new SHP as you can't change the color with an ini key like on the engine rendered laser.


Or you could just, use the SHP builder replace colours tools to recolour the SHP.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 30, 2010 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^As i said, you have to create a new SHP. How you create this new SHP is a different thing. Wink

@DavyCrockett
You could also try a voxel projectile. If you use the remap color on this one you can later use in rules.ini the key Color= on the projectile to change it to one of the many preset colors.
Though i doubt that a voxel laser would look good ingame.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun May 30, 2010 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Though i doubt that a voxel laser would look good ingame.

Voxel missiles always launch vertically. Combine that with a low ROT and high speed...

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun May 30, 2010 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

But a voxel projectile wouldn't need to be a missile, would it?

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DavyCrockett
AA Infantry


Joined: 30 May 2010
Location: Germany

PostPosted: Mon May 31, 2010 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
^^As i said, you have to create a new SHP. How you create this new SHP is a different thing. Wink

@DavyCrockett
You could also try a voxel projectile. If you use the remap color on this one you can later use in rules.ini the key Color= on the projectile to change it to one of the many preset colors.
Though i doubt that a voxel laser would look good ingame.


thx. I'll try that (with the php stuff).

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