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Idea: Emitter/Effect Pack
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Author:  CherryT [ Wed Dec 05, 2007 3:55 am ]
Post subject:  Idea: Emitter/Effect Pack

I was pondering what we could do to better Cortex Command while waiting after school to be picked up.
Then it hit me.
Data has provided us with very few emitters/effects that people can use for general mods. I think we should create a pack of "copyright"-free effects for people to use. This should improve the general quality of all mods because people will finally have high quality resources to work with instead of generating their own. I'm not saying people's originality around here is poor, but I think some effects could be better on some of the mods I've seen.
If there are any talented pixel artists out there who want to contribute, please feel free.

These are just a few of the ideas I came up with
Simple:
- More colors of "effect" glows. This one is not hard and I don't know why someone hasn't done it yet. Just something to get us past the generic blue and yellow. I've seen Control's flare mod so I know it's possible.
- More colors of emitters. Also really simple. Just requires changing a few lines of code and copypasting.
- More wounds. While the generic red bleeding wounds and metal wounds are nice, it would be cool to have some different colors and types of wounds to use. Could also include comical wounds, such as "comic balloon" wounds that make it look as though a clone is saying something when it is hit. Wait. I should totally make that wound.

Complex (or requires good artistic skill):
- More emitters for engines. Really, we only have 4 emitters that look like they could be used for an engine. The generic blue (dropship) and yellow (jetpacks) glowing sparks and the Large Blast Balls (rockets) and Small Blast Balls (rocket wounds). I'm making some custom engine emitters and I am considering releasing them to the public for mod projects.
- Directional glows. Glows that are conical, so as to appear to be originating from a source. Maybe even varying degrees of directional, such as angles. We could have glows like "Left 45D Glow" or "Up Right 10D Glow".
- More generic muzzle flashes. Self-explanatory.
- Generic "textures" - Just some pixel textures that people could easily slap on to mods to make them look better, adding shading where appropriate. I was looking for one of these while making a rocket mod over the weekend.

I know what you're thinking. Most mods need to have creator-made effects because, a large percentage of the time, generic effects won't cut it. This is true for many mods but I think having a plethora of professional looking effects and other resources at my disposal will greatly improve my mods and make them easier to make while still looking good.

So what do you think?

Author:  Grif [ Wed Dec 05, 2007 4:02 am ]
Post subject:  Re: Idea: Emitter/Effect Pack

I have various glows here, including some that are not, in fact, generic blue and yellow (although most are)

The Muzzleflash was made by Numgun, originally for my CIWS. He also used it in his bombpack, I believe for Zorneus's chaingun, so I am not sure whether I should be posting it, but I will anyways.

I am willing to work on codedumps for less generic emitters as well.

Attachments:
Effects.PNG [85.6 KiB]
Downloaded 397 times

Author:  Lord Tim [ Wed Dec 05, 2007 4:23 am ]
Post subject:  Re: Idea: Emitter/Effect Pack

Brilliant idea:

Muzzle flash. Except, the flash is the image of "bang bang bang" inside those explosion balloons.

Image

Author:  TrouserDemon [ Wed Dec 05, 2007 4:24 am ]
Post subject:  Re: Idea: Emitter/Effect Pack

Some cell shaded mods would be epic, very XIII.

Author:  Kallemort [ Wed Dec 05, 2007 10:49 am ]
Post subject:  Re: Idea: Emitter/Effect Pack

I made some custom glows a while back, the color were green, purple and red.

Just PM me if you want to use them.

Author:  juju02 [ Thu Dec 06, 2007 4:16 am ]
Post subject:  Re: Idea: Emitter/Effect Pack

Kallemort wrote:
I made some custom glows a while back, the color were green, purple and red.


what did you use em in? i forget.

also, grif, your white glow is a little squarish...

Author:  Azukki [ Thu Dec 06, 2007 8:08 am ]
Post subject:  Re: Idea: Emitter/Effect Pack

Every 7.111-repeating-th hue of the RGB rainbow in a 500x500 glow. (35 colors)
Edit: Now with white, and bright colors. (7 more colors)


Should I also make more than simple glows?
How about a diamond shape? Triangle, donut, biohazard symbol, what should I make next? Or should I make more levels of bright colors? More hues of regular colors? ...Fire? Plasma?

Just ask and I'll give it a try.
Pm me if I don't respond.
Too late to do anything tonight.

Attachments:
File comment: Resize down to whatever in MSpaint.
Glows.rar [1.71 MiB]
Downloaded 185 times

Author:  Jack The Llama Commando [ Thu Dec 06, 2007 2:22 pm ]
Post subject:  Re: Idea: Emitter/Effect Pack

TrouserDemon wrote:
Some cell shaded mods would be epic, very XIII.

How the heck can you get cell shading on a friggin' sprite game?
Jesus people.

Author:  war_man333 [ Thu Dec 06, 2007 2:41 pm ]
Post subject:  Re: Idea: Emitter/Effect Pack

Jack The Llama Commando wrote:
TrouserDemon wrote:
Some cell shaded mods would be epic, very XIII.

How the heck can you get cell shading on a friggin' sprite game?
Jesus people.


Err...
Magic.
DUM DUM DUM.

:D

Author:  Alenth Eneil [ Thu Dec 06, 2007 2:48 pm ]
Post subject:  Re: Idea: Emitter/Effect Pack

Very 13?

The hell?




I don't think that glows should break too far from being contiguous and regular shapes, seeing as they are effects, not sprites.

Need moar green/purple/orange/et cetera.

Author:  war_man333 [ Thu Dec 06, 2007 2:49 pm ]
Post subject:  Re: Idea: Emitter/Effect Pack

Mushroom head wrote:
Jack The Llama Commando wrote:
TrouserDemon wrote:
Some cell shaded mods would be epic, very XIII.

How the heck can you get cell shading on a friggin' sprite game?
Jesus people.

Code:
AddEffect = Attachable
   InstanceName = Muzzle Flash SMG
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Effects/Pyro/MuzzleFlash01.bmp
   FrameCount = 4
   SpriteOffset = Vector
      X = -4
      Y = -6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 2
      Depth = 100
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 3
      Depth = 100
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1


   [b]ScreenEffect = ContentFile --- Right here! Easy, right?
      FilePath = Base.rte/Effects/Glows/YellowSmall.bmp[/b]

   DrawAfterParent = 1



Ah, you obviously don't know what cell shading is.

Image

The Cortex Command engine can't handle cell shading yet.

Maybe it will someday?
I mean, cortex command doesn't have lighting, so it obviously can't have cell shading.
Unless it's fake cell shading.

Author:  Seraph [ Thu Dec 06, 2007 2:50 pm ]
Post subject:  Re: Idea: Emitter/Effect Pack

XIII was a cartoony style fps - rather shite I think.

Author:  Mushroom head [ Thu Dec 06, 2007 2:52 pm ]
Post subject:  Re: Idea: Emitter/Effect Pack

Yeah sorry i missed something... :x

Author:  Azukki [ Thu Dec 06, 2007 11:41 pm ]
Post subject:  Re: Idea: Emitter/Effect Pack

I would make those directional glows in the original post, but from my understanding, there's...
1) No way to make a flashlight or whatever that would know to use a screen effect for the direction you're pointing it.
2) No reason for it, screeneffects can at this point only decrease visibility.


And the colors are as equally distributed as the RGB system is.
I could push it up to 71 colors, if you would like, but I don't want to be the judge as to which colors are more important.

I'll make some other simple shapes.

Author:  Grif [ Fri Dec 07, 2007 12:43 am ]
Post subject:  Re: Idea: Emitter/Effect Pack

ScreenEffects point in one direction; to the right.

Period.

There is no rotation, there is no offset. It can't be helped.

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