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Making a Plasma Weapon
Posted: 12 Sep 2007, 21:45
by REVENGE
When making a plasma weapon, what are the best choices for rendertypes and such? Should i use 0 to make it a beam weapon and adjust from there, or can I use 3 and add a custom texture?
Also, is there somewhere I could find a completely up to date list of weapons tdf tags? I don't see largebeamlaser=1 and all the other new stuff in the wiki.

Posted: 12 Sep 2007, 21:48
by Guessmyname
the changelog
Posted: 12 Sep 2007, 21:52
by Peet
largebeamlaser stuff is at
http://spring.clan-sy.com/wiki/BeamLaser
..but yes, the wiki is becoming more outdated as people maek patch
for a plasma weapon, you want rendertype=4; and ballistic=1;
Posted: 12 Sep 2007, 22:20
by REVENGE
Ok, if I've got a custom texture to use for a beam weapon [masquerading as a line of sight plasma weapon], what is the best format for the texture file? I tried using a 32-bit RLE tga, and it didn't work...
Posted: 13 Sep 2007, 01:24
by REVENGE
Ok, that was because I forgot the resource.tdf file.
However, the effect is borked...

Posted: 13 Sep 2007, 03:47
by Snipawolf
Alright, null out
texture2=null; (or anything, as long as it isn't an actual texture)
texture3=null;
texture4=null;
Make sure every texture you don't use (up to 4) is nulled out, due to things like that.
Posted: 13 Sep 2007, 04:14
by REVENGE
Snipawolf wrote:Alright, null out
texture2=null; (or anything, as long as it isn't an actual texture)
texture3=null;
texture4=null;
Make sure every texture you don't use (up to 4) is nulled out, due to things like that.
Meh...I thought beam weapon only needed nulling of texture 2.
Mmmkay, but if I want to make the corona smaller, does core thickness apply to my texture?
Posted: 13 Sep 2007, 04:17
by rattle
largebeamlasers need that
Posted: 13 Sep 2007, 04:51
by REVENGE
rattle wrote:largebeamlasers need that
K, ty.
Posted: 13 Sep 2007, 05:10
by REVENGE
Grr....
largebeamlasers didn't change anything, nor did it fix the overall problem.
FUGLY! I nulled all textures besides texture1
Posted: 13 Sep 2007, 05:17
by REVENGE
Dammit, and my CEG explosion is all borked now too. It's all squared and aliased [like kernel panic style], and the particles are all messed...

Posted: 13 Sep 2007, 05:40
by Saktoth
First, you should clarify what you mean by 'plasma' as a plasma weapon as generally understood by modders means the ballistic projectile that follows an arc shot by stumpies and used in emg's.
What you're using is a beamweapon.
Where did you get the texture from? Is it perfectly square, with equal proportions (If it wasnt, i can imagine it might add a large white area to the missing part of the texture)?
Posted: 13 Sep 2007, 06:09
by REVENGE
Saktoth wrote:First, you should clarify what you mean by 'plasma' as a plasma weapon as generally understood by modders means the ballistic projectile that follows an arc shot by stumpies and used in emg's.
What you're using is a beamweapon.
Where did you get the texture from? Is it perfectly square, with equal proportions (If it wasnt, i can imagine it might add a large white area to the missing part of the texture)?
Hey, sorry I meant plasma as a part of mod marchitecture...err forget that...*cough*
My texture isn't square, but I don't believe it needs to be... I've taken a look at several beamweapon projectile textures, and none of them are square, but work fine.
Posted: 13 Sep 2007, 06:17
by REVENGE
Nevermind, I fixed the projectile texture. Vertical height must be a power of two, or else artifacts may appear [I mean go figure, the map system works this way too XD].
Posted: 13 Sep 2007, 06:36
by Saktoth
Thought it would be something like that, yeah.
Posted: 13 Sep 2007, 06:41
by REVENGE
Actually, I don't think that's it after more testing...oh well something was wrong with the dimensions.

Posted: 13 Sep 2007, 10:44
by KDR_11k
Either way graphics cards don't like texture sizes that aren't powers of two.
That artifact on the end is caused by the texture2. I have no idea how to get rid of it, using a nonsense filename doesn't seem to work anymore.
Posted: 13 Sep 2007, 12:53
by Snipawolf
KDR_11k wrote:That artifact on the end is caused by the texture2. I have no idea how to get rid of it, using a nonsense filename doesn't seem to work anymore.
O__o
Posted: 13 Sep 2007, 13:26
by rattle
I meant that largebeamlasers need those tags, not that you need to use largebeamlasers.
Posted: 13 Sep 2007, 17:11
by Saktoth
I dont think thats texture 2. Looks to me like its 1 and 2, as 1 is the blue and 2 is the white, yes?