Author Topic: km1.0 nanofx explosions  (Read 1066 times)

danthius

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km1.0 nanofx explosions
« on: August 19, 2009, 09:56:59 AM »
is there a way to make the nanofx explosions from km 1.0 like the ones from km 0.9
thx anyways

Offline Nebula

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Re: km1.0 nanofx explosions
« Reply #1 on: August 19, 2009, 09:57:27 AM »
ya mean like texture wise??
Canon is what people argue exists on ships that don't exist.

danthius

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Re: km1.0 nanofx explosions
« Reply #2 on: August 19, 2009, 10:00:48 AM »
im sorry if im not really good explaining but if a ship explodes i like the detonating of that ship (km0.9) more than the one of km1.0

Offline Nebula

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Re: km1.0 nanofx explosions
« Reply #3 on: August 19, 2009, 10:05:05 AM »
still lost a bit here... there are plenty of things that can happen when a ship goes boom... from the effects it has on other ships to the textures it shows, to how the ships hull reacts.

as I asked before do you mean the textures that represent the explosion?
Canon is what people argue exists on ships that don't exist.

danthius

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Re: km1.0 nanofx explosions
« Reply #4 on: August 19, 2009, 10:13:36 AM »
im sorry i dont know what that means im not a mod maker  :(
i will try to explain
in km0.9 if a ship goes boom you see many explosions and finally a big one (the last one is the warpcore i guess)
but with km1.0 you hear many explosions and the lights flickering but you dont see all the explosions exept the big one
im sorry that i dont know what you mean i hope you understand my writing  :oops:

Offline Nebula

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Re: km1.0 nanofx explosions
« Reply #5 on: August 19, 2009, 10:19:51 AM »
Sounds to me the textures(the pictures of the explosions) aren't all showing.
What have you set the NanoFX options to??
Canon is what people argue exists on ships that don't exist.

danthius

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Re: km1.0 nanofx explosions
« Reply #6 on: August 19, 2009, 10:25:27 AM »
just the standart one
i just made a clean bc with the 1.1 patch and km1.0
i tried it like 12 times but i really prefer the explosions of km 0.9 but thats the only thing i love the rest

Offline Nebula

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Re: km1.0 nanofx explosions
« Reply #7 on: August 19, 2009, 10:34:07 AM »
no no under the config menu in BC you can adjust NanoFX options... there you can tell it how many explosions there are and how high or low you want other options.
Canon is what people argue exists on ships that don't exist.

danthius

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Re: km1.0 nanofx explosions
« Reply #8 on: August 19, 2009, 10:45:31 AM »
i see : enable ExplosionFX ( on )
         flickering lights (on)
         fix bright glows bug (on)
         explosion spark level (high)
         damage spark level (high)
         damage spark duration (60.0)
         debrisFX level (high)
         debrisFX duration (30.0)
         Particle Control (300)
         rotationFX (on)
         Splash radius (25.0)

so what schould i Do
and if i install KM 09 what should i download to have almost the same as KM1.0