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  • Ahh, I don't have any modeling skills. But nice to see you were wanting to do the same thing. I hope someday it happens.
    Regular One Man Slaughterhouse

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    • Been done in that file. I intend to also add muzzle flashes to Ruohis and my mission pack models sometime.

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      • what about flashes for classic models? obviously this would require editing the model but would it need an added part to the skin (with alpha/transparency) which features the muzzle-flash art? or could the flash be taken from a seperate file so that other custom skins could be used for this new (but basicly classic) model?

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        • Hello Roy Batty,

          I think we first have to understand what kind of muzzleflashes do exist:

          1.) The original Quake ID1 muzzleflashes.
          Those are polygons, which are part of the weapon model.
          They are simply not fixed to the weapon model.
          They are moved forward as soon as the shooting animation sequence is called.
          They are there all the time, but are only visible when the frame in the animation is called.
          Example:
          The "v_shot" has 7 animation frames.
          Frame no.2 will move the muzzleflash polygon forward and makes it visible.
          Cons: They are static and very simple.

          2.) The way that Plague did it.
          This is an improved way compared to ID1 (mentioned in point no.1)
          But in principle it is identical.
          The muzzleflash is no longer a polygon with a volume, but a squared flat "polygon"/"mesh" which has a High Res textures on it.
          The square is scaled up and down during animation sequence.
          So it will only be visible during some frames of the animation. Just like ID1 did it with the volume polygon.
          That way it gives a much better look.
          Cons: Still very static
          Pros: Have beautiful High Res texture with alpha

          3.) The one you were talking about in your post (via particles)
          That is the one I am following.
          I see from your other posts that you are an experienced QC user, so you should read my post and try it: here.
          This way you can create the particle effects that you mentioned:
          - sparks
          - flash
          - smoke
          - ...
          Cons: You must edit QC/CSQC
          Pros: Unique beautiful visual. Every type of effects are possible. Independent from weapon models.

          I think this should answer some questions regarding muzzleflashes.

          Chip for example has already coded some amazing particle muzzleflashes in his mod.

          Kind regards,
          Seven
          Last edited by Seven; 07-26-2011, 03:33 PM.

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          • thanks sev, informative and helpful as usual!

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            • Yep thanks Sev, it works great =]
              Regular One Man Slaughterhouse

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