lightning model?
#1 Posted 14 February 2014 - 09:52 PM
#2 Posted 15 February 2014 - 03:55 AM
#3 Posted 15 February 2014 - 05:35 AM
EDIT: Actually, disregard that comment.
This post has been edited by LkMax: 17 February 2014 - 03:42 PM
#4 Posted 15 February 2014 - 10:57 AM
Steveeeie, on 15 February 2014 - 03:55 AM, said:
A flat plane could be either a sprite or a model. Sprites are no good for this because they will look like stair steps when the player fires at an up/down angle (sprites cannot be sloped in EDuke32 last time I checked). A flat plane model would work fine, I agree.
#5 Posted 15 February 2014 - 03:12 PM
LkMax, on 15 February 2014 - 05:35 AM, said:
The original Quake, Megaman Legends 1 and 2, Starfox 64, Gradius 5, quite a few PSX and PS2 games as well. it's all about understanding how to use models to your advantage.
This post has been edited by Colon Semicolon: 15 February 2014 - 03:12 PM
#6 Posted 15 February 2014 - 03:37 PM
The bolts are two-sided to work correctly in polymer. There are 4 bolts, any of each can be removed via MD3Compiler to achieve more clean look.
Attached File(s)
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lightning_bolt.zip (101.56K)
Number of downloads: 125
#7 Posted 15 February 2014 - 04:02 PM
#8 Posted 15 February 2014 - 05:52 PM
So I have instances of the model chaining together to look like a long lightning bolt when the weapon is fired, and they pitch correctly depending on the z axis (yay). But all the instances display the same frame of animation at the same time, which doesn't look good. Need to figure out a way to make it so the instances aren't synced, even though they spawn at the same time. This would be easy if the animation wasn't defined on the same tile number. Maybe that's the only solution.
#9 Posted 15 February 2014 - 06:10 PM
Assuming the bolt gots 10 frames in its animations, it is usually:
... anim { frame0 "frame0" frame1 "frame10" fps 5 flags 0 } frame { name "frame0" tile0 5400 tile1 5409 } ...
You have to do:
... frame { name "frame0" tile 5400 smoothduration X } // smoothduration could be skipped or set to low values frame { name "frame1" tile 5401 smoothduration X } frame { name "frame2" tile 5402 smoothduration X } ...
Then you need to declare the action. Maybe you have already experienced that action doesn't work on projectiles, and you need to set a counter var and "hard code" action working (i usually do with ACT0, ACT1, ACT2 etc or use tspr member )
This post has been edited by RichardStorm: 15 February 2014 - 06:10 PM
#10 Posted 15 February 2014 - 10:05 PM
This post has been edited by CraigFatman: 15 February 2014 - 10:07 PM
#11 Posted 15 February 2014 - 10:56 PM
CraigFatman, on 15 February 2014 - 10:05 PM, said:
That sounds wonderful but I would have to copy your code since I don't have the technical knowledge to code it myself. Your method may be superior, but I don't feel comfortable adding a new kind of tech into the mod at this point. I will go ahead and split up the animation of the model into different tiles, as RS was saying.
#12 Posted 16 February 2014 - 08:22 PM
Still need to code the upgrades and some other related stuff, but that's basically how it will look.
Weapon sprites are by Cage (originally for WGR2), lightning model by Roma Loom.
#13 Posted 16 February 2014 - 09:07 PM
#14 Posted 16 February 2014 - 09:22 PM
Hendricks266, on 16 February 2014 - 09:07 PM, said:
Wow, that's an impressive list of features. If I ever want to use angled text or anything fancy like that I will try using it. I'd rather not rewrite my existing text code, though.
#15 Posted 17 February 2014 - 12:32 AM
#17 Posted 17 February 2014 - 07:45 PM
James, on 17 February 2014 - 12:32 AM, said:
That's a good idea. To be honest, I hadn't noticed a need for that until you mentioned it, even after using the weapon sprites in WGR2 for years. But now that you pointed it out, it bothers me. If Cage is reading this and volunteers, I would be happy to incorporate the weapon animation as a fullbright overlay. Otherwise, I may try to do it myself.
#18 Posted 18 February 2014 - 04:01 PM
#19 Posted 18 February 2014 - 11:48 PM
Mark., on 18 February 2014 - 04:01 PM, said:
Yeah you're probably right when it comes to the lightning firing mode, but the muzzle flash fits for the other firing mode. so I think I'll leave it.