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 (WIP) Legion of the Damned 
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Joined: Sun Aug 24, 2008 8:41 am
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Post (WIP) Legion of the Damned
Hey everyone.

I've been working on a personal mod of mine (just messing around with Ivan's Space Marines). I finished respriting the marines to look like the Legion of the Damned (black armor, lots of skulls and flames). However, I'm trying to make them look as authentic as possible and in a lot of Warhammer 40k lore they are explained as "moving through hellish flames";

Quote:
The Legion comes unannounced on the battlefield and is unlooked for. They are wreathed in a spectral fury which descends upon the foes of Mankind where they battle them without outcry or war shouts until the enemy is scattered and the day is saved. Once victory is found, just as they mysterious enter the battlefield, they disppear again to whatever hellish realm they came from.

The armour of the Legion is black as midnight and marked with symbols of death and damnation. This includes skull grinning cheerlessly from helm and boltgun while bones twist admist the flames of purgatory.


http://wh40k.lexicanum.com/wiki/Legion_of_the_Damned
Image

Right now I'm concentrating mainly on the flames. What I want is just a flame sprite attached to the feet, just as an effect, no damage\terrain destroying\ect, just an effect. Flames flickering up and down. The problem is that I need it to remain in line with the torso (otherwise it would look odd).

So I figure that I can somehow attach it to the torso, then offset it in a way so that it appears to be flush with the ground. The problem is that I'm not sure what I need to be attaching. Do I attach an emitter that emits flame sprites? Do I attach a flame sprite and it will animate itself? Ect.

I've never worked with effects before so I'm not sure how to do this.

EDIT: I just thought of something, it would be a lot better if they simple caught the ground on fire as they walked. Is that possible? I've seen quite a few weapons that leave the ground burning for a good fifteen seconds after an explosion, the "Goblin Bomb" from the WH40k Orkz mod comes to mind.

After looking at the Goblin Bomb, the flames appear to come from this;
Code:
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Flame 1
      Count = 195 //13
      MinVelocity = 1
      MaxVelocity = 4
      LifeVariation = 0.20
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Flame Ball 1
      Count = 100 //13
      MinVelocity = 1
      MaxVelocity = 4
      LifeVariation = 0.20
      InheritsVel = 0


Is it possible to instead *emit* those from a living actor, from the bottom of the torso? And if so, how?

~~~~

The second thing I want to try is an invisible drop pod. Is it possible? Has it been done? Ideally what would happen is the pod would drop (invisible), hit the ground, and then detonate itself with an explosion that would set the nearby area on fire.

~~~~

Thanks in advance.


Last edited by Dvd on Thu Jan 22, 2009 11:07 am, edited 1 time in total.



Tue Jan 20, 2009 7:45 am
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Post Re: (HELP) Emitting a flame sprite near the feet?
Dvd wrote:
So I figure that I can somehow attach it to the torso, then offset it in a way so that it appears to be flush with the ground. The problem is that I'm not sure what I need to be attaching. Do I attach an emitter that emits flame sprites? Do I attach a flame sprite and it will animate itself? Ect.

Either way works, although from what you said I'd do the first one. Just attach it to the torso and you can offset it anywhere, even floating in space (you can make the emitter an animated flame or invisible). You can stick as many as you want on there for that matter... one below the torso, one on it, one on each foot, hand, and head... well ok that might be overkill. :P Just saying.

Dvd wrote:
second thing I want to try is an invisible drop pod. Is it possible?

Yeah, just make the sprite Base.rte/Null.bmp


Tue Jan 20, 2009 7:56 am
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Post Re: (HELP) Emitting a flame sprite near the feet?
yes an invisible drop pod is possible. just make sure you give it a non-autogenerated atomgroup, because a null sprite will fall through the terrain. just define an atomgroup and use it as a copyof.
that takes care of your afterthought question.

the best way to do flames of this sort would be to use quite a few MOSParticles from emitters attached all over the feet, legs, and lower torso that simulate one "lick" of flame, becoming some smoke. you should also emit some smoke particles aswell. the great thing about this effect is that it wont damage terrain, but will look wicked cool and could be made to damage nearby enemy infantry. you could even have some of the ones on the feet emit one of the base.rte flame balls to leave a trail of fire behind you: just be sure to keep the particlesperminute down waaaay low :)

DAMNIT ♥♥♥♥ SOLACE BEAT ME TO IT -.-


Tue Jan 20, 2009 8:05 am
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Post Re: (HELP) Emitting a flame sprite near the feet?
Hmm. That's what I thought I would need to do. Now I just need to find out how to do it. :P

From what I can tell, the flames that the "Goblin Bomb" spreads across the map are gibs, while all the emitters I've found emit particles. How how do I make an attachable that emits gibs? Specifically "Flame 1" and "Flame Ball 1"

Although I just noticed that it says the GibParticle is an MOSParticle...

EDIT: Geti, that is EXACTLY what I want. But how do I do it? I've no idea how the CC coding structure works and the more I try and understand it the more confused I get.


Tue Jan 20, 2009 8:10 am
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Post Re: (HELP) Emitting a flame sprite near the feet?
Hm, lemme dig up some of my stuff... this a good reference?
Code:
AddEffect = AEmitter
   PresetName = Name
   Mass = 0.001
   RestThreshold = -500
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp (or a flame sprite)
   FrameCount = 1
   SpriteOffset = Vector (this part tells where the middle of the sprite is)
      X = -1
      Y = -1
   BurstTriggered = 1
   AddEmission = Emission (just copy this to add more)
      EmittedParticle = MOPixel (or something else)
         CopyOf = Lazer (or whatever)
      ParticlesPerMinute = 2400
      Spread = .1 (each emission gets it's own spread)
      MaxVelocity = 50
      MinVelocity = 20
      PushesEmitter = 0 (probably you want this 0)
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   EmissionAngle = Matrix
      AngleDegrees = 90 (where you want this to point, this is upward)
   EmissionOffset = Vector (if you want this to emit from somewhere but the center, probably you don't)
      X = 0
      Y = 0
   EmissionSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Actors/DropShips/JetLoop.wav (if you want a sound it goes here)
      Priority = 100
      LoopSetting = -1 // Means loop infinitely until stopped
   ParticlesPerMinute = 1500
   BurstSize = 6
   BurstScale = 1
   BurstDamage = 0
   BurstTriggered = 0
   EmissionDamage = 0
   FlashOnlyOnBurst = 0
   GibImpulseLimit = 60
   GibWoundLimit = 1

- That makes an emitter, this next bit attaches it to whatever you want it attached to.
Code:
   AddEmitter = AEmitter
      CopyOf = Name
      ParentOffset = Vector (this puts the emitter somewhere relative to the thing it's attached, even floating off it)
         X = 0
         Y = 0


Tue Jan 20, 2009 8:18 am
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Post Re: (HELP) Emitting a flame sprite near the feet?
Solace wrote:
Hm, lemme dig up some of my stuff... this a good reference?
Code:
snip

- That makes an emitter, this next bit attaches it to whatever you want it attached to.
Code:
   AddEmitter = AEmitter
      CopyOf = Name
      ParentOffset = Vector (this puts the emitter somewhere relative to the thing it's attached, even floating off it)
         X = 0
         Y = 0

Thank you! That's incredibly helpful. And now I need to sleep. :P
EDIT: Hehheh, I found something rather amusing. What I did made the flames fly off from below the units torso, but that caused problems when you jetpacked or went prone\crawling :P

I think what I need to do is make it spawn an invisible projectile of some sort that upon contact with the ground makes the flame sprite. Yay, more experimenting to do.


Tue Jan 20, 2009 8:26 am
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Post Re: (HELP) Emitting a flame sprite near the feet?
So I almost got this to work but hit a snag.
1. The CC wiki sucks.

But that wasn't the actual snag. TDExplosives show the name, even after being emitted\spawned\gibbed. Is it possible to hide it?

EDIT: Or is it possible to have an AEmitter emit an ARound, and if so, how?


Tue Jan 20, 2009 12:17 pm
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Post Re: (HELP) Emitting a flame sprite near the feet?
afaik, you cannot emit a Round, but I've never tried it. If you're trying to make a contact explosive, you can use MOSRotatings instead and give them an extremely small GibImpulseLimit, like 0.1. Also, if you want to make sure that random flames don't appear below the actor when it's jetpacking, give them a LifeTime of like 1000 so they disappear if your actor is too far above the ground.


Tue Jan 20, 2009 12:55 pm
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Post Re: (HELP) Emitting a flame sprite near the feet?
Dvd wrote:
TDExplosives show the name, even after being emitted\spawned\gibbed. Is it possible to hide it?

No. Buuut there is a way around that. The only things a TDExplosive does that's special is being able to be thrown or detonate on a timer. If all you want it to do it an impact-based explosion after being emitted, just use a MOSRotating. ^^


Tue Jan 20, 2009 6:42 pm
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Post Re: (HELP) Emitting a flame sprite near the feet?
Solace wrote:
Dvd wrote:
TDExplosives show the name, even after being emitted\spawned\gibbed. Is it possible to hide it?

No. Buuut there is a way around that. The only things a TDExplosive does that's special is being able to be thrown or detonate on a timer. If all you want it to do it an impact-based explosion after being emitted, just use a MOSRotating. ^^

Thanks! I got it to work finally. I spent the last 30 minutes trying to upload it somewhere so I could get some input it on it, but my connection kept timing out. *shrug*


Thu Jan 22, 2009 11:17 am
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Post Re: (WIP) Legion of the Damned
Finally got it uploaded somewhere. Tell me if this works;
http://trickystutorials.com/index.php?a ... post&id=57

The activities file is on by default (sorry, forgot to fix that), so you should comment that out in the main index file unless you want to fight against them. Just put // in front of the location of the activities file.

I'm looking for suggestions to improve them.


Fri Jan 23, 2009 1:55 am
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Post Re: (WIP) Legion of the Damned
The effect is pretty good (aw I wanted to make flaming undead first :P), the Terminator really needs a jetpack to be useful... kinda wish the weapons where as interesting as the units.


Fri Jan 23, 2009 3:10 am
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Post Re: (WIP) Legion of the Damned
Good luck! This should be really interesting.


Fri Jan 23, 2009 3:22 am
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Post Re: (WIP) Legion of the Damned
Solace wrote:
The effect is pretty good (aw I wanted to make flaming undead first :P), the Terminator really needs a jetpack to be useful... kinda wish the weapons where as interesting as the units.

Terminators don't have jetpacks as far as I know, and aside from being majorly ♥♥♥♥ over in a Warpstorm, the Legion of the Damned is just a Space Marines chapter. Well, 1/5 of a chapter. And highly psychic. And crazy. And all of them are super strong. But besides that, they don't have any interesting weapons besides the standard Space Marine ones. I'm going to make some more weapons for the Terminators, namely an Autocannon, Power Fist, Thunder Hammer, and Storm Shield.


Fri Jan 23, 2009 6:21 am
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Post Re: (WIP) Legion of the Damned
Yeah, but in CC, no jetpack = useless. It couldn't even walk over one of those little concrete bumps. Maybe somehow show the superstrength or psychic powers... invisible weapons they come with that can't be bought?


Fri Jan 23, 2009 6:40 am
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