Results 1 to 24 of 24

Thread: Breakthrough!Utte!!

  1. #1
    Shadow Senior Member Kagemusha's Avatar
    Join Date
    Mar 2005
    Location
    Helsinki,Finland
    Posts
    9,595

    Default Breakthrough!Utte!!

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

    [IMG][/IMG]

    Ok so here are some more pics:

    First nice day on the battlefield:

    [IMG][/IMG]

    Then some fool comes to the range,fire!:

    [IMG][/IMG]

    a pic from the enemys point of wiew:

    [IMG][/IMG]

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

    [IMG][/IMG]

    And how the enemy see it

    [IMG][/IMG]
    Last edited by Kagemusha; 01-21-2006 at 21:57.
    Ja Mata Tosainu Sama.

  2. #2
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
    Join Date
    Jul 2004
    Location
    La Città Eterna
    Posts
    2,857

    Default Re: Breakthrough!Utte!!

    great new good job!

    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    Best modder , skinner , modeler awards winner.


    VIS ET HONOR

  3. #3
    Villiage Idiot Member antisocialmunky's Avatar
    Join Date
    Feb 2005
    Location
    ゞ( ゚Д゚)ゞ
    Posts
    5,974

    Default Re: Breakthrough!Utte!!

    Great job!
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



    "Hi, Billy Mays Here!" 1958-2009

  4. #4
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

    Default Re: Breakthrough!Utte!!

    Very good... I take it the marching dust has been used? And shortened arrows for bullets?
    You may not care about war, but war cares about you!


  5. #5
    Shadow Senior Member Kagemusha's Avatar
    Join Date
    Mar 2005
    Location
    Helsinki,Finland
    Posts
    9,595

    Default Re: Breakthrough!Utte!!

    Quote Originally Posted by Kraxis
    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.
    Ja Mata Tosainu Sama.

  6. #6
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

    Default Re: Breakthrough!Utte!!

    Looking forward to it's use... Importing the STW gunfire sounds?
    You may not care about war, but war cares about you!


  7. #7
    Shadow Senior Member Kagemusha's Avatar
    Join Date
    Mar 2005
    Location
    Helsinki,Finland
    Posts
    9,595

    Default Re: Breakthrough!Utte!!

    Yep.Altough im glad thats Darkragnars worry as the Soundman of the mod.
    Ja Mata Tosainu Sama.

  8. #8
    Shadow Senior Member Kagemusha's Avatar
    Join Date
    Mar 2005
    Location
    Helsinki,Finland
    Posts
    9,595

    Default Re: Breakthrough!Utte!!

    Updated the original post with some more pics.
    Ja Mata Tosainu Sama.

  9. #9

    Default Re: Breakthrough!Utte!!

    Cool you got it working.

    Cheers,

    LZoF

  10. #10
    Shadow Senior Member Kagemusha's Avatar
    Join Date
    Mar 2005
    Location
    Helsinki,Finland
    Posts
    9,595

    Default Re: Breakthrough!Utte!!

    Quote Originally Posted by Lord Zimoa of Flanders
    Cool you got it working.

    Cheers,

    LZoF
    Couldnt have done it without your original code.Thanks!
    Ja Mata Tosainu Sama.

  11. #11
    Earl Of Warwick/Wannabe Tuareg Member beauchamp's Avatar
    Join Date
    May 2005
    Location
    Minneapolis, Minnesota/Kaltenbach, Tiroll
    Posts
    319

    Default Re: Breakthrough!Utte!!

    Banzai


    Ya Misr!

  12. #12
    Villiage Idiot Member antisocialmunky's Avatar
    Join Date
    Feb 2005
    Location
    ゞ( ゚Д゚)ゞ
    Posts
    5,974

    Default Re: Breakthrough!Utte!!

    Yatzai!
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



    "Hi, Billy Mays Here!" 1958-2009

  13. #13
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

    Default Re: Breakthrough!Utte!!

    Wow... I really like how the smoke stays... Or am I mistaken?
    You may not care about war, but war cares about you!


  14. #14
    Forever British Member King Ragnar's Avatar
    Join Date
    Mar 2005
    Location
    The only place that matters: Britain
    Posts
    749

    Default Re: Breakthrough!Utte!!

    Maybe you guys could release a small video of it when all of the sounds and stuff has been added? plzzzz
    Vote For The British nationalist Party.
    Say no to multi-culturalism.

  15. #15
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: Breakthrough!Utte!!

    Good job!
    Last edited by Duke John; 01-24-2006 at 15:27.

  16. #16
    Shadow Senior Member Kagemusha's Avatar
    Join Date
    Mar 2005
    Location
    Helsinki,Finland
    Posts
    9,595

    Default Re: Breakthrough!Utte!!

    King Ragnar,I think the effect will be shown in our next vid.And thanks Duke John.
    Ja Mata Tosainu Sama.

  17. #17
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: Breakthrough!Utte!!

    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:

    There are still some (minor?) issues though. Note that there is no Pause button since the smoke does linger for a while ...hmm does not say alot since I cropped the image so much

    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?
    Last edited by Duke John; 01-24-2006 at 16:44.

  18. #18
    Shadow Senior Member Kagemusha's Avatar
    Join Date
    Mar 2005
    Location
    Helsinki,Finland
    Posts
    9,595

    Default Re: Breakthrough!Utte!!

    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.
    Ja Mata Tosainu Sama.

  19. #19
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: Breakthrough!Utte!!

    With that code you don't have smoke lingering around the musketeers, right? Mine solution is probably better then Try just this effect (simple but very effective):

    Smoke
    Code:
    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:
    Code:
    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
    Last edited by Duke John; 01-24-2006 at 17:16.

  20. #20
    Shadow Senior Member Kagemusha's Avatar
    Join Date
    Mar 2005
    Location
    Helsinki,Finland
    Posts
    9,595

    Default Re: Breakthrough!Utte!!

    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.
    Ja Mata Tosainu Sama.

  21. #21
    Shadow Senior Member Kagemusha's Avatar
    Join Date
    Mar 2005
    Location
    Helsinki,Finland
    Posts
    9,595

    Default Re: Breakthrough!Utte!!

    I must admit DJ your efect looks lot better then mine. I think you worked out the best solution.By making the particle amount per meter low.
    Ja Mata Tosainu Sama.

  22. #22
    Member Member Wild Bill Kelso's Avatar
    Join Date
    Oct 2003
    Location
    Edmonton
    Posts
    95

    Default Re: Breakthrough!Utte!!

    Smokin!
    Bitter, bitter it was,
    Yet somehow funny,
    Even as my father lay dying,
    I kept on farting.

    - 16th century Japanese verse

    -Proud member of the Ran no Jidai team-

  23. #23
    Member Member kankou1razor's Avatar
    Join Date
    Nov 2002
    Location
    Portugal Madeira island
    Posts
    7

    Default Re: Breakthrough!Utte!!

    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....

  24. #24
    AoM: TW Director Member Lonely Soldier's Avatar
    Join Date
    Oct 2004
    Location
    Brisbane, Australia... but hopefully not for too long.
    Posts
    310

    Default Re: Breakthrough!Utte!!

    Thanks for posting the code! That's a big help :D
    THE AGE OF MANKIND
    - Deceased

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO