bluespace88 9 Report post Posted February 22, 2010 well, its possible. I didn't know objects could have animated dffs in sa. I know they did not in VC. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 23, 2010 x = i * (cos(t + 18 * j) / cos(18 * j)) y = t/18 + j z = k * (cost(t + 18 * j) / cos(18 * j)) this should do it ^^ Share this post Link to post Share on other sites
daangelo29 5 Report post Posted February 23, 2010 This is sweet. I will wait for the sparks before I continue my BTTF SA edits. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 23, 2010 you don't have to. Sparks are just an effect that won't interfere with anything else. I mean, the sounds already there. Share this post Link to post Share on other sites
daangelo29 5 Report post Posted February 24, 2010 The sparks code might help in coding the edits I'll be making. I would still, however, continue some of the BTTF SA edits I've already started like the corona-based explosions/implosions. FYI, my BTTF SA edits would be mostly non-canonical or movie-inaccurate, like camera shakes, REAL pre-time travel fire trails, an "instant rewind" time travel alternative, shockwaves from the re-entry explosions that are powerful enough to push away a nearby truck with incredible force, etc. I'm doing this to improve my modding skillz, for those who are interested, and to make the DeLorean look more badass. Offtopic: Have you also improved the model of the Part 1 DeLorean in SA like you did in Part 2? Share this post Link to post Share on other sites
Mike 214 Report post Posted February 24, 2010 From what I remember, I think the plan was to implement all the effects on the BTTF II DeLorean first, once all the effects are added, which I assume would now extend to the animated dff objects. e.g. flux capacitor, once all that is complete, then we'd look to add the part I and part III DeLoreans. Share this post Link to post Share on other sites
daangelo29 5 Report post Posted February 24, 2010 Just askin'. I can wait for the Part 1. It's just that I'm using it right now (currently replacing the on-ground mode Part 2 DeLorean), and it looks like sh*t compared to the Part 2 model. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 25, 2010 might make it shorter if lags an issue. I had a super long trail and it was laggy, lol. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 25, 2010 Action photo ^^ Now to code the bounceback Share this post Link to post Share on other sites
Mike 214 Report post Posted February 25, 2010 Looking good so far, nice to see more progress being made on the SA mod Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 25, 2010 its longer than vc's Share this post Link to post Share on other sites
Mike 214 Report post Posted February 25, 2010 I'd noticed I take it you are fixing up the shape of the sparks once you have the code completed? Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 25, 2010 isn't that what always happens? Share this post Link to post Share on other sites
Mike 214 Report post Posted February 25, 2010 I'm not sure, I can't recall how you went about it when you did it for VC, that was a long time ago now. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 25, 2010 well sa then. Look at the coils...wormhole....steam...etc Share this post Link to post Share on other sites
Mike 214 Report post Posted February 25, 2010 Yes I know the wormhole went through some changes, as did the coils to some extent. I wasn't really keeping tabs on the steam effects though Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 25, 2010 but it makes sense doesn't it? You want it WORKING first before you improve it, because how can you improve it if you don't know what it looks like when it does work? Share this post Link to post Share on other sites
Mike 214 Report post Posted February 25, 2010 Of course. believe me, it makes perfect sense Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 25, 2010 after all, the core is much thicker and the trail is a little bit thicker as well in the movies, so it kinda needs to change. Share this post Link to post Share on other sites
Mike 214 Report post Posted February 25, 2010 As a compaison, how many particles did the VC version use? Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 25, 2010 you know, I have no clue what the count is in SA. Its a lot more. Probably over a hundred, which is way over VC's limit. At least in the first pic. The second pic is shortened slightly to 75 particles, but I"m not sticking to that. Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 25, 2010 i just estimated. The one in the first image was made of 150 particles. I had it hit 500 before, but it was overkill when there were 2-3 of them. And it only killed part of the front coils. Share this post Link to post Share on other sites
Mike 214 Report post Posted February 25, 2010 oh wow, so SA has a particle limit then Share this post Link to post Share on other sites
bluespace88 9 Report post Posted February 25, 2010 actually, i'm not sure if SA has a particle limit or if my pc was dying..... Share this post Link to post Share on other sites
Mike 214 Report post Posted February 25, 2010 Hmmm, assuming it does have a limit, and if we needed a higher limit, is that something SA limit adjuster can do? Share this post Link to post Share on other sites