Ambrosia Garden Archive
    • Can you change the way a beam looks?


      Structure of a Beam

      In my quest to find the "perfect beam", I conducted a study of 16 beams.
      The stats for each beam is in the .txt file, recommended to import into Excel.

      View Post Click Here to skip down to the post View Post

      Highway of Life said:

      Can you change the way a beam looks?
      Basically, can I go into Nova somewhere and be able to insert a graphic that makes a tractor beam look like a tractor beam? instead of a straight beam with a width from the beginning to end a set width.

      Also, is there a way to change the way the transparency and glow looks?

      Here it is in pictures...
      This is how a current beam looks:
      Posted Image

      How do I make a tractor beam like this:
      Posted Image

      And a beam look like this:
      Posted Image

      This post has been edited by Highway of Life : 20 January 2006 - 04:26 PM

    • Use weap sprites instead of beams.

      Alternately, this topic would be of much greater help to you.

      This post has been edited by rmx256 : 16 January 2006 - 07:25 AM

    • Try this for the first one:

      Make the "beam" weapon the shiny thing that you see at the base. Make it an unguided turret and sub into a small piece of the beam you want, and make this sub into itself. Use the SubLimit field to control the maximum length of the beam. To get the proper effect, make subs fail when it expires and give it a ProxRadius of 32767 so that it subs instantly but fails at a certain length or when hitting the target.

      Oh, and set the sub to have the explosion you want.

      This post has been edited by orcaloverbri9 : 21 January 2006 - 10:18 AM

    • rmx256, on Jan 16 2006, 06:24 AM, said:

      Use weap sprites instead of beams.

      Alternately, this topic would be of much greater help to you.
      View Post

      That is topic is quite a bit of help, thanks for the link.
      How would I make a beam a weapon sprite?

      orcaloverbri9, thanks for the info, its a little confusing right now, but I'm sure I'll understand what you're talking about when I get into the weapon res and work with it a bit.
      I'm assuming the 'sub' field is in the weapon resource?

    • In relation to the topic..

      Is it possible to make a completely circular beam?

      I have other questions...

    • well, you could make a weapon with a very large, completely circular sprite, and make it refire instantly and give it a lifetime of 1.

    • orcaloverbri9, on Jan 16 2006, 09:32 AM, said:

      Try this for the first one:

      Make the "beam" weapon the shiny thing that you see at the base. Make it an unguided turret and sub into a small piece of the beam you want, and make this sub into itself. Use the SubTheta field to control the maximum length of the beam. To get the proper effect, make subs fail when it expires and give it a ProxRadius of 32767 so that it subs instantly but fails at a certain length or when hitting the target.

      Oh, and set the sub to have the explosion you want.
      View Post

      I just understood what you said. That would work I think but would it would look weird if the ship you were targetting moved, and then the beam would look cut?
      Or would it somehow stay intact for a full unbroken stream?

      This post has been edited by Highway of Life : 17 January 2006 - 12:03 AM

    • Well, since the shots sub instantly, it should expire instantly, so I would think it would look like a normal beam.

    • While the negative impact would still cause the Tractor-Sprite-Based-Weapon™ to draw its target toward the firing ship, it would not cause the ship to "lock on" the way actual beams with negative impact do.

      Ie. the sprite-based version would pull stuff toward you, but the real beam-version distinguishes between the heavier ship and the lighter one, and locks the lighter ship to the heavier one, even if the lighter one is firing the weapon. However, you might actually prefer the "always sucks" effect, because it truly is attracting the tartget, rather than chaining the two ships together.

    • Sprites can be masked to be transparent in the center, yes?

    • Edwin_again, on Jan 16 2006, 10:44 PM, said:

      well, you could make a weapon with a very large, completely circular sprite, and make it refire instantly and give it a lifetime of 1.
      View Post

      I am talking about a beam weapon.
      What you say, I'm guessing would probably work, but I want a beam

      Incidentally...
      If you had a turreted beam with negative recoil;
      when it was fired, would it go straight forward, or in the direction of the turret?

    • Recoil is always front/back with respect to the ship. Has nothing to do with the angle of fire.

    • An unfolds-to fire would work, but would make an uncomfortably large sprite. It is my experience that performance greatly suffers when a small(ish) ship has an unfolds that is more than twice the size of the unfolded ship- I can slow from 27 frames per second to 5 or 6 when a large unfolds to fire ship is in system, but more than one does not do any greater damage, which I find odd.

    • Qaanol, on Jan 18 2006, 07:02 PM, said:

      Recoil is always front/back with respect to the ship. Has nothing to do with the angle of fire.
      View Post

      Drat! One perfectly good ship idea down the drain!

      Unless...

      Is there some other way of moving a ship via weapon (Non "front to back")?

    • I did a study on Beam structures, testing 16 beams with various sizes and colors to help you see which options I chose.

      The next post contains the last two screenshots, and the xml file.

      Attached File beam1.jpg (5.74K)
      Number of downloads: 52Attached File beam2.jpg (4.49K)
      Number of downloads: 35Attached File beam3.jpg (3.41K)
      Number of downloads: 46Attached File beam4.jpg (3.78K)
      Number of downloads: 47
      Attached File beam5.jpg (3.4K)
      Number of downloads: 34Attached File beam6.jpg (2.87K)
      Number of downloads: 41Attached File beam7.jpg (2.71K)
      Number of downloads: 38Attached File beam8.jpg (3.32K)
      Number of downloads: 44
      Attached File beam9.jpg (5.58K)
      Number of downloads: 38Attached File beam10.jpg (7.02K)
      Number of downloads: 47Attached File beam11.jpg (8.81K)
      Number of downloads: 47Attached File beam12.jpg (14.19K)
      Number of downloads: 50
      Attached File beam13.jpg (16.88K)
      Number of downloads: 61Attached File beam14.jpg (16.59K)
      Number of downloads: 61

    • Last two attachments, plus a tab-delimited file.

      Attached File beam15.jpg (9.98K)
      Number of downloads: 50Attached File beam16.jpg (10.59K)
      Number of downloads: 51Attached File beams.txt (6.62K)
      Number of downloads: 37

    • Looking pretty good. Have you tried negative inaccuracy?

    • No, interesting...
      Is that an allowed value?

      EV Nova bible said:

      Inaccuracy The weapon's inaccuracy as it leaves the ship (ignored for guidance-10 point defense beams) 0 Fires straight 1 and up Fires with up to this amount of inaccuracy (in degrees)

      This post has been edited by Highway of Life : 20 January 2006 - 04:04 PM

    • It should make the beams be spaced regularly. For instance, -10 inaccuracy should make the beams appear in 10-degree increments.