Hot damn!
I was right. (kisses his notes)
Here is the beam model I used, my visualeffects.2da and the vfx_beams.2da from my testing:
There's nothing particularly special in that download. I took a beam and slowly, slowly stripped parts away and then tested every little change and it turned out what I mentioned in my notes from a year ago was exactly what was going on. Man I miss the Bioware export scripts when it comes to creating VFX. Oh well.
If your existing beam has lightning with subdivisions then, after you've entered your subdivisions, change the Update type from Lightning to Fountain (or something else), then back to Lightning. This should correctly update your birthrate. Keep an eye on it, obviously.
If your existing beam has lightning without subdivisions, manually edit the file in a text editor and change the birthrate to 9.Important: These issues have far less to do with beams than how NWMax handles lightning. It's basically a coincidence (IMO) that these two things that NWMax is buggy about happen to be the two things beams are usually made of. I don't
think beams have to be lightning at all. I believe Flame Lash is an example of this.
I need to play around with this a bit more to see if there are any other rough patches. There's an Emitter Archive rollout in Vel's Tools which will probably be a nice way to get out base emitters to people showing different "base" beams. So if you're hot to play with this, get Vel's Tools installed and we could swap goodies with each other pretty easily.
Here's a bezier beam. It's not lightning at all, but uses fountain updates instead. It has no such problems that require editing the birthrate or subdivisions or any of that because those are specific to lightning.
Whoops, a subdivision/birthrate thingie might have snuck in there. Definitely none below:
Modifié par OldTimeRadio, 18 juillet 2012 - 05:40 .