KrdaxDrkrun

KrdaxDrkrun

Joined Member # 4121816
17 Posts 4,708 Replies 29,976 Reputation

Change the global setting HasInfiniteLifetime to true, and either your particle emitCount.isInfinte to true or Particle Lifetime to an obnoxious number like 99999. Not both or you will explode your game. Take a look at Flair type effects in the base Sins effects for good infinite examples. I do not recommend creating huge lifetimes as this can blow up your framerates/sins very easily.

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Alright, so I was thinking about all of the various things you would have to consider when resizing an entire effect... Under the Point Type Emitter ParticleMinStartLinearSpeed x.xxxxxx ParticleMaxStartLinearSpeed x.xxxxxx ParticleWidth x.xxxxxx ParticleHeight x.xxxxxx Under the Sphere Type Emitter Both of the above sets SphereRadiusXMax x.000000 SphereRadiusXMin x.000000<b

134 Replies 623,943 Views

Also there are a few values that sins handles in terms of movement speed: maxAccelerationLinear 150.000000 maxAccelerationStrafe 10.000000 maxDecelerationLinear 500.000000 maxAccelerationAngular 2.750000 maxDecelerationAngular 9.999996 maxSpeedLinear 700.000000 maxRollRate 2.000000 maxRollAngle 35.000000 This is the set of values that you would tweak, and if we go with your idea, maxSpeedLinear, the ship will be

131 Replies 419,259 Views

resizing textures in a lone emitter is a simple matter, but bear in mind that quite a few particles utilize SizeOscillator (which overrides the texture's base size values) and LinearInflate (which shifts the size linearly), so it's actually complicated to modify. Opening up PF itself is still the best way to do it, in my opinion, e'en though it is time-consuming. If you want the exact textpad locations and values, I'd be happy to oblige you, as I do look

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[quote who="WOEaintME" reply="22" id="3437411"] Quoting Dark_Ansem, reply 21 do you know what that " SynchronizedTargeting FALSE" does? It determines whether or not all projectiles have a synchronized target. If it's set to false then your weapon can fire on multiple targets (like starbases can) or your weapon will impact different spots on the target (e.g. some of your lasers may hit the front of the target while others will hit the mid

28 Replies 27,864 Views

burst firing is attached to the projectile weapon defs. Iskatu is a premier model artist, so his work is closely guarded. here's some GameInfo for the Kol: Weapon WeaponType "Projectile" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED"<br

28 Replies 27,864 Views

Don't think for too long a duration, or you may find yourself missing out...

3,481 Replies 7,930,029 Views

Agreed, perhaps you should purchase a few sets of 'dancing shoes' for that unique purpose?

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Dancing is so easy All you have to do is place hot coals in your shoes good exercise the girls will love ya bad for your shoes, tho

3,481 Replies 7,930,029 Views

[quote who="harpo99999" reply="46" id="3387944"] dropbox has a NASTY issue for larger files like mods & modding utilities, and that is limited downloads before BANNING downloads for THREE days. one possible location is the wincustomise harpo[/quote] I used Gamefront for a while, then Iskatu mentioned Mega, which seems to work rather well and doesn't have as many problems.

129 Replies 743,748 Views

I know. I have been trying to only overwrite Sins stuff in order to reduce engine strain, for example, removing all particle meshes (missiles, phase waves) greatly decreases late-game visual lag, but I have to make up for that with awesome-looking (yet simplistic) trails to distract you from the fact that there aren't thousands of little tiny meshes everywhere. I have been adding more textures though and I need to be more careful about that...

16 Replies 35,627 Views