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BC Forums => BC Modding => Topic started by: CJLarkin on May 03, 2008, 05:29:37 PM

Title: New NanoFX Damage - V3 Update (02nd September)
Post by: CJLarkin 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?
Title: Re: New NanoFX Damage Textures
Post by: Kirk 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.
Title: Re: New NanoFX Damage Textures
Post by: Bigkap on May 03, 2008, 11:23:05 PM
I think they look great! Hopefully you get a hold of Nano.
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin 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!
Title: Re: New NanoFX Damage Textures
Post by: intrepid90 on May 04, 2008, 04:51:04 AM
wow, they look better than the ones we have at the moment I think!
Title: Re: New NanoFX Damage Textures
Post by: El on May 04, 2008, 06:40:52 AM
Nano should get back to you soon enough, you can always try over at nanofx.org
Title: Re: New NanoFX Damage Textures
Post by: Aeries on May 04, 2008, 01:38:05 PM
Oh, cool! :D
Title: Re: New NanoFX Damage Textures
Post by: Vanguard on May 04, 2008, 02:22:32 PM
Looks excellent, kinda reminds me of the Damage FX on the defiant before it went boom

Title: Re: New NanoFX Damage Textures
Post by: CJLarkin 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 :)
Title: Re: New NanoFX Damage Textures
Post by: intrepid90 on May 04, 2008, 04:59:15 PM
well we're used to this crappy wireframe, so I'm interested in what your planning... :)
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 04, 2008, 05:09:42 PM
Thanks :)
I hope I won't disappoint you!
Title: Re: New NanoFX Damage Textures
Post by: Voyager16 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!
Title: Re: New NanoFX Damage Textures
Post by: NanoByte on May 04, 2008, 10:45:48 PM
You have permission, please go ahead with your mod, looks good! :)
Title: Re: New NanoFX Damage Textures
Post by: Mustang 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.
Title: Re: New NanoFX Damage Textures
Post by: Aeries 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
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin 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)
Title: Re: New NanoFX Damage Textures
Post by: El 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)
Title: Re: New NanoFX Damage Textures
Post by: Mustang 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.
Title: Re: New NanoFX Damage Textures
Post by: El 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.
Title: Re: New NanoFX Damage Textures
Post by: Aeries 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
Title: Re: New NanoFX Damage Textures
Post by: Erk on May 05, 2008, 02:15:32 PM
great looking damage textures. reminds me of the battle of Chin'toka.  in regards to starships burning in space in BC. Is there a way to create a system that has the damage burn and then cycle into a extinguished state? as in, after the hull breach have it cycle damage texture A 6 times and after 6th cycle have damage texture B play? that way itll start  off burning and then burn out, cause realistically, a ship wouldnt burn infinitely.
Title: Re: New NanoFX Damage Textures
Post by: El on May 05, 2008, 03:02:44 PM
Yes, the textures do cycle, however I'm not sure you can cycle the 'cycles' so to speak. Probably one for MLeo that.
Title: Re: New NanoFX Damage Textures
Post by: MLeo on May 05, 2008, 06:12:14 PM
We haven't been able to change damage textures, other than that one sequence. :(
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 05, 2008, 06:30:40 PM
Not to worry! I'll release these ones soon, and see what the general community things (hope it's a good view overall!)

UPDATE: I'm pleased to announce that work on "Chris Larkin's new NanoFX Damage Textures v1.0" has been completed. Expect a release soon!
Title: Re: New NanoFX Damage Textures
Post by: intrepid90 on May 06, 2008, 03:55:13 PM
you got more pics to tease us till that ;)?^^
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 06, 2008, 04:51:03 PM
Seeing as you asked so nicely.... Here's a few more I took recently:

The second one contains a more recent version.
Title: Re: New NanoFX Damage Textures
Post by: Aeries on May 06, 2008, 04:53:18 PM
Oh, it has a nice glow to it.  :)
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 06, 2008, 04:56:17 PM
Oh, it has a nice glow to it.  :)

Yeah. Listen, can you give me an honest opinion on that? You seem... somewhat disappointed? Which of the 2 screens do you prefer?
Title: Re: New NanoFX Damage Textures
Post by: Jeffrey Walker on May 06, 2008, 04:56:45 PM
Very very nice. #loveFFX# I much prefer the 2nd one. It looks awesome.
Title: Re: New NanoFX Damage Textures
Post by: DJ Curtis on May 06, 2008, 04:58:28 PM
seems kinda molten to me.
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 06, 2008, 04:59:08 PM
seems kinda molten to me.

Is that a good thing? I dunno, i'm so self-critical!
Title: Re: New NanoFX Damage Textures
Post by: Aeries on May 06, 2008, 05:03:36 PM
Oh, it has a nice glow to it.  :)

Yeah. Listen, can you give me an honest opinion on that? You seem... somewhat disappointed? Which of the 2 screens do you prefer?

The second holds more realism, but it does seem a bit too bright to me... the shade of orange/yellow, I mean, not the glow itself. tone it down a tad, but keep that glow intensity, if you know what I mean?

I'm not dissappointed by a long shot, though; I do like this.
Title: Re: New NanoFX Damage Textures
Post by: intrepid90 on May 06, 2008, 05:08:50 PM
thanks fopr the pics.
as aeries mentioned, a bit too bright, but it looks really cool.
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 06, 2008, 05:15:58 PM
Ok, i've done a little tweaking:
Title: Re: New NanoFX Damage Textures
Post by: Aeries on May 06, 2008, 05:17:17 PM
*screams like a fan-girl*
Title: Re: New NanoFX Damage Textures
Post by: intrepid90 on May 06, 2008, 05:17:47 PM
yep, better now :)
Title: Re: New NanoFX Damage Textures
Post by: Shadowknight1 on May 06, 2008, 06:14:16 PM
*bows head to "mourn" the deaths of hundreds of crewmembers of the Excalibur, then stares at the fires burning*

ooooooo prettttttyyyyyy
Title: Re: New NanoFX Damage Textures
Post by: Jeffrey Walker on May 06, 2008, 09:00:37 PM
Now its perfect.
Title: Re: New NanoFX Damage Textures
Post by: Shinzon on May 07, 2008, 12:19:31 AM
very well done, these damage textures are lovely
Title: Re: New NanoFX Damage Textures
Post by: Erk on May 07, 2008, 12:49:09 AM
textures look great!  i found some pics that i hope prove useful:




http://ds9.trekcore.com/episodes/   (click on the episode and then hit screencaps)


Title: Re: New NanoFX Damage Textures
Post by: Aeries on May 07, 2008, 01:07:00 AM
Great reference shots... holy cow, I'm not sure that much else needs to be worked on, other than possibly a wire frame or something?
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 07, 2008, 02:59:14 AM
Well, it's finally out! Thanks for all of your support on this, everybody!
http://bridgecommander.filefront.com/file/Chris_Larkins_New_NanoFX2_Damage_Textures;89899
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 09, 2008, 02:57:20 AM
Okay, I request this thread be locked or deleted now. No point in doing version 2 anymore. Somebody else just took my idea and tried to make it more "realistic" even though I said i'd do this for version 2.

Oh well.
Title: Re: New NanoFX Damage Textures
Post by: Kirk on May 09, 2008, 07:46:03 AM
CJ, if their interpretation of your damage textures isn't what you wanted, then make your own. Just because someone beat you to it diesn't mean you have to give up. I personally would love to see what you come up with.
Title: Re: New NanoFX Damage Textures
Post by: El on May 09, 2008, 07:48:38 AM
Okay, I request this thread be locked or deleted now. No point in doing version 2 anymore. Somebody else just took my idea and tried to make it more "realistic" even though I said i'd do this for version 2.

Oh well.

If your doing this for other people that's your first mistake. You should mod for yourself/your own game the way you want to, in your own time and your own style.

I can lock this thread if you want but I think that it would be a mistake to give up now.
Title: Re: New NanoFX Damage Textures
Post by: intrepid90 on May 09, 2008, 08:47:19 AM
youre the top download this week!
dont give up, it looked great!!!
and its my damage texture at the moment
Title: Re: New NanoFX Damage Textures
Post by: SMBW on May 09, 2008, 09:08:23 AM
don't give up now! It might be frustrating if someone else used your idea but I think you should ignore that and just go on with your work. I like it very much so far.
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 09, 2008, 09:37:50 AM
Thanks for the comments, people!
OK, when I posted the message earlier I mustn't have been thinking straight. I'm not gonna give up, not now. Thanks to you all for believing in me!
Title: Re: New NanoFX Damage Textures
Post by: Flux Capacitor on May 09, 2008, 11:04:08 AM
Okay, I'm going to take a long shot here and assume I am the person who "took your idea" I don't see the people who have previously made damage textures getting upset, as nobody owns the rights to them and only them making damage textures or any other mod. I don't see Scotchy complaining about DJ making his Galaxy class mod, for example.

If people want to use my textures, thats cool but as was said above, I made these for myself first and if anyone else uses them that is just a bonus. I was simply inspired to create my own as I was not happy with anything else available. If you do create your version 2 (I never saw anything said about you making a v.2 similar to mine) and I like it more, I'm sure I'll use it.
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 09, 2008, 11:54:32 AM
Apologies, you were the person I was referring to.
I didn't mean any offense, I was just a little depressed, is all. No offense meant.
I can be a bit of a jerk sometimes...
Title: Re: New NanoFX Damage Textures
Post by: Aeries on May 09, 2008, 12:14:01 PM
Moving on from this... SMBW is right. You've done good work so far, so no giving up! :D Can't wait to see what else you can come up with! Best wishes!
Title: Re: New NanoFX Damage Textures
Post by: Shadowknight1 on May 09, 2008, 01:38:49 PM
Moving on from this... SMBW is right. You've done good work so far, so no giving up! :D Can't wait to see what else you can come up with! Best wishes!

Agreed.
Title: Re: New NanoFX Damage Textures
Post by: SMBW on May 09, 2008, 02:06:19 PM
I'm not gonna give up, not now.

Great! Nice to hear! I'm pretty sure the two different projects will come up with different damage textures. I expect both to be very good when they are finished, so everybody can choose his favourite. Or there will be a mod which allows using multiple damage textures (that is if that's possible to do, lol).
Anyway reading the comments I would say you have the support of the community....
Title: Re: New NanoFX Damage Textures
Post by: El on May 09, 2008, 05:26:43 PM
K, lets steer this back on topic then pls.
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 09, 2008, 05:46:47 PM
OK, version 2 is a lot more darker, like they are in some cases when there's no power to the ship. Like a sort of dark, heavy carbon effect. I am wondering if it's possible to script something that, when a ship has lost a particular subsystem (Life Support?) or has been destroyed, instead of the fiery ones, the damage textures would switch to these dead ones. Is this possible at all?
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 11, 2008, 06:32:41 AM
Here's an update to version 2 for you all to see:
Improvement Suggestions welcome and anticipated.
Title: Re: New NanoFX Damage Textures
Post by: El on May 11, 2008, 06:36:55 AM
Looks good, but try making the edges a bit more 'frayed', they're too clean at the moment.
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 11, 2008, 06:54:58 AM
How's this:
Title: Re: New NanoFX Damage Textures
Post by: blaXXer on May 11, 2008, 06:59:03 AM
me likey...much :)
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 11, 2008, 07:00:05 AM
Thanks :). I'm gonna make a release soon, but I want these to be 100% awesome. So, any room for improvements?
Title: Re: New NanoFX Damage Textures
Post by: El on May 11, 2008, 07:38:56 AM
Excellent, you could probably make them slightly more frayed, so visible from a greater distance.
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 11, 2008, 08:14:51 AM
Yet another update. I tried to make this a bit more frayed, but i'm not sure how to judge. So, what do you think? (be honest please!)
Title: Re: New NanoFX Damage Textures
Post by: El on May 11, 2008, 12:06:52 PM
Its hard to tell from that pic, a saucer section shot would be better. Looks good though.
Title: Re: New NanoFX Damage Textures
Post by: CJLarkin on May 11, 2008, 12:10:51 PM
Well, I released the second version already. It's a little early, but at least you can see for yourself what everything looks like.

http://bridgecommander.filefront.com/file/Chris_Larkins_New_NanoFX2_Damage_Textures;90067

Version 3 is to be in production soon.
Title: Re: New NanoFX Damage - V3 Update (13th August)
Post by: CJLarkin on August 13, 2008, 06:34:03 AM
Bump.
Thought i'd give you an update to version 3.

I've reworked the "Burnt-out" textures so far. Here's what I have:
Title: Re: New NanoFX Damage - V3 Update (13th August)
Post by: Villain on August 13, 2008, 07:47:06 AM
I like it! Very appealing. Would look perfect on a battered Curry Class. :P
Title: Re: New NanoFX Damage - V3 Update (13th August)
Post by: CJLarkin on August 13, 2008, 12:29:14 PM
Thanks very much :) I'll post some more screenshots up soon, once I have completed a few tweaks.
Title: Re: New NanoFX Damage - V3 Update (13th August)
Post by: Technerd89 on August 13, 2008, 12:37:28 PM
gotta love that planet bug in the background. nice work on the textures.
Title: Re: New NanoFX Damage - V3 Update (13th August)
Post by: intrepid90 on August 13, 2008, 02:21:41 PM
haha yeah...beteigeuze...^^
it looks very nice, but dont get me wrong, I'm more the fan of JB's Damage FX, just a personal opinion.
yours looks fine but too...inconspicuously IMO..
anyway keep the great work up ;)
Title: Re: New NanoFX Damage - V3 Update (02nd September)
Post by: CJLarkin on September 02, 2008, 05:22:11 PM
Another shot of them (as featured in the Screenshots thread). Suggestions?
Title: Re: New NanoFX Damage - V3 Update (02nd September)
Post by: Kirk on September 02, 2008, 06:15:59 PM
Deeper wounds would better display the new damages.
Title: Re: New NanoFX Damage - V3 Update (02nd September)
Post by: Dalek on September 03, 2008, 03:52:09 AM
IT sorta looks like FLuxCapacitors Damage textures.
Title: Re: New NanoFX Damage - V3 Update (02nd September)
Post by: CJLarkin on September 03, 2008, 11:10:09 AM
That's the idea :). Well, sort of. I want them to be as "realistic" as possible. Seeing as Flux's are "realistic", you can see how these would be similar.

Oh. and kirkywirky, i'll get to work on another screenshot, and i'll include one with a deeper cut. Sorry DJ, it seems people love damaging your beauties!
Title: Re: New NanoFX Damage - V3 Update (02nd September)
Post by: Aeries on September 04, 2008, 12:17:26 AM
Kirkywirky

Aaayyyyeeeee.  :arms: watch where ye tread, bub.

.......
.......

Also, some deeper wounds would be splendid. For more detail. :3
Title: Re: New NanoFX Damage - V3 Update (02nd September)
Post by: antagonist on September 04, 2008, 01:27:16 AM
Would it be possible to have fresh hull damage glow red at first and then gradually losing intensity until it's black/gray like in your pics code wise? That'd simulate the damage control systems kicking in really well.
Title: Re: New NanoFX Damage - V3 Update (02nd September)
Post by: Kirk on September 04, 2008, 01:32:54 AM
You could do that, but then when the textures loop, they would flare up again. And no, there is no way to change the textures, they will always loop. (Unless you are willing to do some major scripting changes in NFX.)
Title: Re: New NanoFX Damage - V3 Update (02nd September)
Post by: FourChan on September 04, 2008, 02:10:08 AM
Nice textures -gives cookie-
Title: Re: New NanoFX Damage - V3 Update (02nd September)
Post by: CJLarkin on September 04, 2008, 02:45:05 AM
Deeper ye ak, and deeper ye get. Please note that I Still need to work on the overlay texture some more.
P.S. FourChan, cheers :)
Title: Re: New NanoFX Damage - V3 Update (02nd September)
Post by: Dalek on September 04, 2008, 12:38:43 PM
WEll, you could do the red txture animation except you make the cool parts of the damaged hull go on for what seems like forever by having loads and loads of cool damage textures.