[REL] Subdued Orbital Booster

Discussion in 'Mod Discussions' started by Dementiurge, March 23, 2014.

  1. Dementiurge

    Dementiurge Post Master General

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    Tired of thinking a nuke is going off in your base?
    Not sure if something big just flew out of your base?
    Jumping a little bit everytime you catch an orbital launch in the corner of your eye?

    Maybe you need our new Subdued Orbital Boosterâ„¢ powered by clean natural gas:
    PA_subduedorbitalbooster01.png
    Inquire today!


    *Not a registered trademark. Please don't sue me, gas companies.

    Attached Files:

  2. squawkers13

    squawkers13 Member

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    Hah hah!
    Will install this.
  3. spainardslayer

    spainardslayer Well-Known Member

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    Nice, gonna try it out.
  4. Dementiurge

    Dementiurge Post Master General

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    I forgot to mention, it's on PAMM. (Thx Lavasnake)
    LavaSnake likes this.
  5. spainardslayer

    spainardslayer Well-Known Member

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    Looks great in game and the blue flame looks really cool.
  6. Clopse

    Clopse Post Master General

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    Looks good 10/10.
  7. someonewhoisnobody

    someonewhoisnobody Well-Known Member

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    Yay now I don't have a mini heart attack every time I launch something!

    Looks pretty sweet.

    Question:
    I have played around with the pfx files and gotten some results but not ones like these. So the pfx files follow some known format?
    Last edited: March 24, 2014
  8. mered4

    mered4 Post Master General

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    I like. Thanks for this :)
  9. Dementiurge

    Dementiurge Post Master General

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    It's actually the anti-nuke trail.
    The format itself seems pretty self-explanatory, but I have less artistic talent than a random number generator.
    cptconundrum likes this.
  10. someonewhoisnobody

    someonewhoisnobody Well-Known Member

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    Lol. ok. I shall summon @bgolus and ask him:
    Do the pfx files follow some known format?
  11. Raevn

    Raevn Moderator Alumni

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    You can open pfx files in any text editor. Effect blueprints are one of the ones not yet mapped out, but you can look at the existing ones as a a reference. A simple one is bullet_proj_trail.pfx, in pa\effects\specs:

    Code:
    {
      "emitters": [
        {
          "emissionBursts": 1, 
          "endDistance": 1400, 
          "killOnDeactivate": true, 
          "lifetime": 127, 
          "maxParticles": 1, 
          "sizeX": 0.3, 
          "spec": {
            "alpha": 1, 
            "baseTexture": "/pa/effects/textures/particles/flat.papa", 
            "blue": 0.4, 
            "cameraPush": 2, 
            "dataChannelFormat": "PositionAndColor", 
            "facing": "axialY", 
            "green": 1.5, 
            "red": 2, 
            "shader": "particle_transparent"
          }
        }, 
        {
          "emissionBursts": 1, 
          "endDistance": 1400, 
          "killOnDeactivate": true, 
          "lifetime": 127, 
          "maxParticles": 1, 
          "sizeX": 2, 
          "spec": {
            "alpha": 0.25, 
            "baseTexture": "/pa/effects/textures/particles/softdot.papa", 
            "blue": 0.2, 
            "cameraPush": 6, 
            "dataChannelFormat": "PositionAndColor", 
            "green": 0.75, 
            "red": 1, 
            "shader": "particle_add"
          }
        }, 
        {
          "emissionBursts": 1, 
          "endDistance": 1400, 
          "killOnDeactivate": true, 
          "lifetime": 127, 
          "maxParticles": 1, 
          "offsetY": 1.25, 
          "sizeX": 0.16, 
          "sizeY": 2.5, 
          "spec": {
            "alpha": 0.5, 
            "baseTexture": "/pa/effects/textures/particles/gradient_tail.papa", 
            "blue": 0.4, 
            "dataChannelFormat": "PositionAndColor", 
            "facing": "axialY", 
            "green": 1.5, 
            "red": 2, 
            "shader": "particle_transparent"
          }
        }
      ]
    }
    This one contains just 3 relatively simple emitters (the default explosion contains 10 more complex ones)
  12. ace902902

    ace902902 Active Member

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    this should be the default trail. but a bit thicker though.
  13. Dementiurge

    Dementiurge Post Master General

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    The hardest part I have of understanding the particle format is the 'keys' array:
    Maybe it's a matrix transform? I've successfully avoided messing with them thus far.
  14. Raevn

    Raevn Moderator Alumni

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    Sounds like time stamps - at time 0, the value is 0. At time 0.1, the value is 1.4 (or maybe the other way around).
    "stepped" probably indicates whether it interpolates between the values, or does an immediate jump.

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