Author Topic: New NanoFX Damage - V3 Update (02nd September)  (Read 11398 times)

Offline CJLarkin

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New NanoFX Damage - V3 Update (02nd September)
« on: May 03, 2008, 05:29:37 PM »
Hey everyone, i'm working on some new NanoFX Damage Textures. I do hope you like them. I made a screenshot to show you with the new DJ Curtis Galaxy (for a showoff :P)

NOTE: I still haven't obtained permission from NanoByte. So if you check out this thread, NanoByte, is it alright if I do this?
Build a game and people will be happy for a few years. Build a community... Well, look at BC. :D
Here's to another 20 years!

Offline Kirk

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Re: New NanoFX Damage Textures
« Reply #1 on: May 03, 2008, 09:48:55 PM »
Not too bad, are they based off of DS9's damage textures? Also, if you have the ability, a video of the effects would probably do them more justice.

Offline Bigkap

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Re: New NanoFX Damage Textures
« Reply #2 on: May 03, 2008, 11:23:05 PM »
I think they look great! Hopefully you get a hold of Nano.

Offline CJLarkin

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Re: New NanoFX Damage Textures
« Reply #3 on: May 04, 2008, 04:49:52 AM »
Thanks for the good feedback! They're based off of the stock NanoFX ones, that's all. I tried to record a video, but unfortunately my Fraps has a habit of only recording a black screen nowadays (and yes, i've checked codecs and everything!)
Anyway, thanks for the good feedback!
Build a game and people will be happy for a few years. Build a community... Well, look at BC. :D
Here's to another 20 years!

intrepid90

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Re: New NanoFX Damage Textures
« Reply #4 on: May 04, 2008, 04:51:04 AM »
wow, they look better than the ones we have at the moment I think!

Offline El

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Re: New NanoFX Damage Textures
« Reply #5 on: May 04, 2008, 06:40:52 AM »
Nano should get back to you soon enough, you can always try over at nanofx.org

Offline Aeries

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Re: New NanoFX Damage Textures
« Reply #6 on: May 04, 2008, 01:38:05 PM »
Oh, cool! :D

Offline Vanguard

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Re: New NanoFX Damage Textures
« Reply #7 on: May 04, 2008, 02:22:32 PM »
Looks excellent, kinda reminds me of the Damage FX on the defiant before it went boom


Offline CJLarkin

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Re: New NanoFX Damage Textures
« Reply #8 on: May 04, 2008, 03:41:37 PM »
These still need a bit of work, by the way. They're not ready for a release. You see the black wireframe-like overlay? I'm in the process of changing that to something else. Will be uploaded with a new screenshot soon :)
Build a game and people will be happy for a few years. Build a community... Well, look at BC. :D
Here's to another 20 years!

intrepid90

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Re: New NanoFX Damage Textures
« Reply #9 on: May 04, 2008, 04:59:15 PM »
well we're used to this crappy wireframe, so I'm interested in what your planning... :)

Offline CJLarkin

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Re: New NanoFX Damage Textures
« Reply #10 on: May 04, 2008, 05:09:42 PM »
Thanks :)
I hope I won't disappoint you!
Build a game and people will be happy for a few years. Build a community... Well, look at BC. :D
Here's to another 20 years!

Offline Voyager16

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Re: New NanoFX Damage Textures
« Reply #11 on: May 04, 2008, 10:44:55 PM »
You will never dissapoint anybody here :) That's what I like here, you can post your creations and get opinions about it. And if it's not good enough, you can always make it better in the future! So dont be afraid for dissapointment :)
I like this very much! Looks far better then what we have now.
Keep it up!

Offline NanoByte

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Re: New NanoFX Damage Textures
« Reply #12 on: May 04, 2008, 10:45:48 PM »
You have permission, please go ahead with your mod, looks good! :)

Offline Mustang

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Re: New NanoFX Damage Textures
« Reply #13 on: May 05, 2008, 11:45:23 AM »
Quote from: Aeries
Oh cool!

Agreed! Those are very nice textures, I like them. It looks like the decks inside are on fire, which in reality would probably happen.

Offline Aeries

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Re: New NanoFX Damage Textures
« Reply #14 on: May 05, 2008, 12:01:11 PM »
which in reality would probably happen.

Not with decompression.

Oh, cool, you got Nano's go-ahead! TIME TO KICK @RS3 AND CHEW BUBBLE GUM! :D

Offline CJLarkin

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Re: New NanoFX Damage Textures
« Reply #15 on: May 05, 2008, 12:49:47 PM »
which in reality would probably happen.

Not with decompression.

This is actually a fair point. I understand about combustion, about how oxygen is required for any type of combustion to occur. However, would it be plausable to have such fires visible like this, if the ship had some form of forcefields in place? If so, then I may do 2 damage texture variants: one for with forcefields (fireish!) and one without (darker, like burnt metal)
Build a game and people will be happy for a few years. Build a community... Well, look at BC. :D
Here's to another 20 years!

Offline El

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Re: New NanoFX Damage Textures
« Reply #16 on: May 05, 2008, 01:12:57 PM »
It is possible, plasma fires burn very hot and there could be combustion of stored oxygen molecules in the ships superstructure and other internals.

Also it doesn't have to be oxygen, other materials will burn if exposed to a high enough temperature (say plasma)

Offline Mustang

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Re: New NanoFX Damage Textures
« Reply #17 on: May 05, 2008, 01:21:27 PM »
which in reality would probably happen.

Not with decompression.

This is actually a fair point. I understand about combustion, about how oxygen is required for any type of combustion to occur. However, would it be plausable to have such fires visible like this, if the ship had some form of forcefields in place? If so, then I may do 2 damage texture variants: one for with forcefields (fireish!) and one without (darker, like burnt metal)

I was just thinking that about the forcefields. If they got up in time, fires would certainly develop. Don't ask me how, but that always seems to happen. Happened in Nemesis, anyways.

Offline El

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Re: New NanoFX Damage Textures
« Reply #18 on: May 05, 2008, 01:37:53 PM »
which in reality would probably happen.

Not with decompression.

This is actually a fair point. I understand about combustion, about how oxygen is required for any type of combustion to occur. However, would it be plausable to have such fires visible like this, if the ship had some form of forcefields in place? If so, then I may do 2 damage texture variants: one for with forcefields (fireish!) and one without (darker, like burnt metal)

I was just thinking that about the forcefields. If they got up in time, fires would certainly develop. Don't ask me how, but that always seems to happen. Happened in Nemesis, anyways.

Damage to life support systems which presumably also include oxygen.

Offline Aeries

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Re: New NanoFX Damage Textures
« Reply #19 on: May 05, 2008, 01:53:15 PM »
which in reality would probably happen.

Not with decompression.

This is actually a fair point. I understand about combustion, about how oxygen is required for any type of combustion to occur. However, would it be plausable to have such fires visible like this, if the ship had some form of forcefields in place? If so, then I may do 2 damage texture variants: one for with forcefields (fireish!) and one without (darker, like burnt metal)

I was just thinking that about the forcefields. If they got up in time, fires would certainly develop. Don't ask me how, but that always seems to happen. Happened in Nemesis, anyways.

Damage to life support systems which presumably also include oxygen.

Oh, nice one, I hadn't even considered that. :P