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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..but yes, the wiki is becoming more outdated as people maek patch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... :?

Image

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. :oops:

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.

Image

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... :shock:

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* :roll:

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. :shock:

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?