Is anyone aware of a comprehensive beam weapon modding guide available anywhere?
There seem to be so many options for the visual elements of a beam weapon within a ship's hardpoint, and it is difficult to figure out what each one does.
For example, here are the relevant entries in a beam weapon property that control it's appearance:
ForwardPhaser1.SetPhaserTextureStart(0)
ForwardPhaser1.SetPhaserTextureEnd(0)
ForwardPhaser1.SetPhaserWidth(0.300000)
kColor = App.TGColorA()
kColor.SetRGBA(1.000000, 0.200000, 0.200000, 0.500000)
ForwardPhaser1.SetOuterShellColor(kColor)
kColor.SetRGBA(1.000000, 0.200000, 0.200000, 0.500000)
ForwardPhaser1.SetInnerShellColor(kColor)
kColor.SetRGBA(1.000000, 0.800000, 0.800000, 1.000000)
ForwardPhaser1.SetOuterCoreColor(kColor)
kColor.SetRGBA(1.000000, 0.800000, 0.800000, 1.000000)
ForwardPhaser1.SetInnerCoreColor(kColor)
ForwardPhaser1.SetNumSides(6)
ForwardPhaser1.SetMainRadius(0.060000)
ForwardPhaser1.SetTaperRadius(0.010000)
ForwardPhaser1.SetCoreScale(0.500000)
ForwardPhaser1.SetTaperRatio(0.250000)
ForwardPhaser1.SetTaperMinLength(5.000000)
ForwardPhaser1.SetTaperMaxLength(30.000000)
ForwardPhaser1.SetLengthTextureTilePerUnit(0.010000)
ForwardPhaser1.SetPerimeterTile(1.000000)
ForwardPhaser1.SetTextureSpeed(25.000000)
ForwardPhaser1.SetTextureName("data/phaser.tga")
I'm trying to make phasers that look as 'screen accurate' as possible and it is proving to be a difficult task. If anyone has any suggestions, tips, documentation on each of the above functions, or even values that work well for them, feel free to share them here.