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View Full Version : Breakthrough!Utte!!



Kagemusha
01-20-2006, 20:25
We have finally made the musket fire in Bi!:elephant: Biggest thanks should go to Lord Zimoa of Flanders,who gave us the original RTW code for the musket effect!:2thumbsup: I will post more pics when im tweaking the effect more,sorry about my crappy graphics card.Enjoy!

https://img467.imageshack.us/img467/5923/teppofiring1copy8dk.th.gif (https://img467.imageshack.us/my.php?image=teppofiring1copy8dk.gif)

Ok so here are some more pics:

First nice day on the battlefield:

https://img23.imageshack.us/img23/9251/beforecopy0xm.th.gif (https://img23.imageshack.us/my.php?image=beforecopy0xm.gif)

Then some fool comes to the range,fire!:

https://img72.imageshack.us/img72/2470/fire1copy5xl.th.gif (https://img72.imageshack.us/my.php?image=fire1copy5xl.gif)

a pic from the enemys point of wiew:

https://img386.imageshack.us/img386/9503/enemyswiev1copy7xk.th.gif (https://img386.imageshack.us/my.php?image=enemyswiev1copy7xk.gif)

After the succesfull volley.Troops and the field covers in smoke.

https://img223.imageshack.us/img223/5705/after1copy0wz.th.gif (https://img223.imageshack.us/my.php?image=after1copy0wz.gif)

And how the enemy see it

https://img469.imageshack.us/img469/2903/enemyswiew2copy5ep.th.gif (https://img469.imageshack.us/my.php?image=enemyswiew2copy5ep.gif)

PROMETHEUS
01-20-2006, 21:04
great new good job!

antisocialmunky
01-20-2006, 22:17
Great job!

Kraxis
01-20-2006, 22:34
Very good... I take it the marching dust has been used? And shortened arrows for bullets?

Kagemusha
01-20-2006, 23:09
Very good... I take it the marching dust has been used? And shortened arrows for bullets?

Actually its the dust from the boulder hit.The flashes are tweaked from the fiery boulder.Also Azek made a skin for the musket ball,that i will ad soon.~:)

Kraxis
01-21-2006, 00:12
Looking forward to it's use... Importing the STW gunfire sounds?

Kagemusha
01-21-2006, 00:36
Yep.Altough im glad thats Darkragnars worry as the Soundman of the mod.~;)

Kagemusha
01-21-2006, 22:08
Updated the original post with some more pics.:bow:

Lord Zimoa of Flanders
01-22-2006, 01:18
Cool you got it working.

Cheers,

LZoF

Kagemusha
01-22-2006, 01:24
Cool you got it working.

Cheers,

LZoF

Couldnt have done it without your original code.Thanks!:bow:

beauchamp
01-22-2006, 02:51
Banzai

antisocialmunky
01-22-2006, 03:37
Yatzai!

Kraxis
01-22-2006, 05:41
Wow... I really like how the smoke stays... Or am I mistaken?

King Ragnar
01-23-2006, 21:48
Maybe you guys could release a small video of it when all of the sounds and stuff has been added? plzzzz ~D

Duke John
01-24-2006, 15:22
Good job!

Kagemusha
01-24-2006, 16:09
King Ragnar,I think the effect will be shown in our next vid.And thanks Duke John.:bow:

Duke John
01-24-2006, 16:42
Your screenshots led me to fool around with the code myself; I got musketeers covered in smoke but no smoke following the projectile as was the case with previous solutions. So just like it should look like:
http://files.upl.silentwhisper.net/upload3/rtw_smoke.jpg
There are still some (minor?) issues though. Note that there is no Pause button since the smoke does linger for a while :wink: ...hmm does not say alot since I cropped the image so much :grin:

Plus I found a way to simulate how muskets were less accurate when the target was at further distance.

Is that what you achieved too?

Kagemusha
01-24-2006, 17:06
I made the aftersmoke with a new particle i added to the code.If you check your pm box,you can try it out yourself.~;)

Duke John
01-24-2006, 17:10
With that code you don't have smoke lingering around the musketeers, right? Mine solution is probably better then :tongue2: Try just this effect (simple but very effective):

Smoke

effect fiery_boulder_smoke
{
type particle
{
texture battlefield/fire/smoke0.tga

size_range 6.0, 8.0
age_range 5.0, 6.5
grow_range 1.1, 1.6
velocity 0.0, 0.2
colour 190, 190, 180
alpha_max 80 ; maximum alpha value
emitter distance
{
density 0.01 ; how many particels per meter
}

fade_time 9.0
}
}
The all important trick is typed in bold. The smoke texture is only placed once every 100 metres (1/0.01=100) so if the range is 100 metres (reasonable effective range for muskets) then you only get the smoke effect at the start, which is right around the musketeer. A lower density doesn't seem to work although I do have to research that more. You will see at the bottom part of my screenshot that above the enemy unit a cloud is floating. That is at 100 metres so the range of my test muskets is too large (since it looks awkward).

Accuracy decrease as range increases
To make it perfect add this in your missile stat file:

destroy_after_max_range_percent_and_variation 20 90 ; // Destroyed after 120% of unit's max range, plus random value up to 15%
They unit will now only hit effectively at 20% of the maximum range and while maximum range can be reached there is only a very small chance the bullet will get that far. So when units are charging the musketeers they will not be harmed when at maximum range but will get increasingly more casualties as they get closer to the muskets.

Cheers,
Duke John

Kagemusha
01-24-2006, 17:19
Thanks DJ!I will try your solution out and post the feedback.I think we went in the opposite extremes with our solutions.While you lowered the density.I tryed to maximize it.~:)

Kagemusha
01-24-2006, 23:09
I must admit DJ your efect looks lot better then mine.:embarassed: I think you worked out the best solution.By making the particle amount per meter low.:bow:

Wild Bill Kelso
01-26-2006, 05:15
Smokin!:2thumbsup:

kankou1razor
01-27-2006, 00:36
Well done ....Fantastic...but when will we have the pleasure to play this. Dont take me wrong but i just love the samurai game actually i'm addicted so i cant wait for this release....:sweatdrop: :2thumbsup:

Lonely Soldier
01-27-2006, 00:43
Thanks for posting the code! That's a big help :D