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InsideQC Forums • View topic - trails behind shots fired?

trails behind shots fired?

Discuss programming in the QuakeC language.

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trails behind shots fired?

Postby ceriux » Thu Jun 25, 2009 7:27 pm

hey, i was wondering how would i go about making a trail behind the bullets that are fired? sorta how the sniper rifle off of halo?

you dont need to do it for me, just um can you guys gimme an idea on where to start and maybe what to start with?

thanks.

for those who want to know how to do this, you do it in QME under model properties and flags, BIG thnx to xavior !

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Postby lukas2288 » Wed Jul 01, 2009 8:39 am

quark can make this to.But how to make trails just like UT2k3 shockrifle gun for example?
________
Last edited by lukas2288 on Thu Feb 03, 2011 6:18 am, edited 1 time in total.
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Postby MauveBib » Wed Jul 01, 2009 3:09 pm

You can set the properties of an mdl in qme to use one of quake's original trails (rocket, grenade, blood, scrag shot, hellknight shot etc), and in DarkPlaces you can use an effectsinfo.txt to design your own trail types.
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Postby ceriux » Wed Jul 01, 2009 5:25 pm

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Postby MauveBib » Wed Jul 01, 2009 10:21 pm

Download dpmod, that has a sample effectsinfo.txt you can examine.
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Postby ceriux » Wed Jul 01, 2009 10:26 pm

thanks will do :)
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Postby Team Xlink » Mon Nov 16, 2009 9:21 pm

So to create your own trails you need to use Dark Places?


I suppose you could create them directly in the engine if you needed or wanted to, right?
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Postby Spirit » Tue Nov 17, 2009 7:13 am

Yes of course.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby r00k » Tue Nov 17, 2009 4:43 pm

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Postby Team Xlink » Tue Nov 17, 2009 10:18 pm

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Postby Downsider » Tue Nov 17, 2009 10:26 pm

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