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  • DP effectinfo questions

    Screwing around with this.
    If there any way to line up the particles XYZ planes to the projectile vector or surface normal? (as opposed to world space). I feel the need to do this in just about every effect...
    (eg. smoke puffs from ricochets, exit wounds from gunfire, etc)

    I also have some blood effects and I want to assign different texture indexes for the decals. But it seems like the range is hardcoded or something? Maybe I'm doing something wrong. I removed some attributed like originjitter once since I wanted to leave it at 0 but the entire effect stopped working. Anything I need to be aware of?

    Thanks

  • #2
    I wonder this exact same thing.
    http://www.nextgenquake.com

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    • #3
      It should be possible with some qc, never tried to actually do it, so it may not work as I expect

      pointparticles() has velocity vector as one of the arguments.
      In effectinfo velocitymultiplier ( it's 0 by default ) should multiply this vector then velocityjitter and velocityoffset should be added to it.

      For surface normal:
      After using traceline() trace_plane_normal global vector will contain normal of a surface you've just “traced”, use it as a velocity vector in pointparticles()

      For exhaust wounds blood as velocity in pointparticles() use:
      Hitscan weapons: Normalised tracing direction of bullets. Projectile weapons: Normalised velocity of projectile's entity, or its entity/model orientation.
      Maybe you'll also have to move origin in pointparticles() "behind" the target for an exhaust wounds blood effect.

      Btw, for trails effects velocitymultiplier multiplies velocity of entity, that generates trail effect.

      Blood decals range seems to be hardcoded. I wanted to use some subset of decals for bloodtrails but it didn't work for me too.
      I had to remove some good looking gunshot splashes because they were looking wrong when used for trails.

      For originjitter: No idea and one observation - weapon decal disappeared when I've set it smaller than '6 6 6'
      Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

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      • #4
        That's some great info, thanks!

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        • #5
          could I use those techniques to create the effect in the video below at 12:16 to 12:19? (the smokey "dress")

          [ame=http://www.youtube.com/watch?v=p8REO97ElXE]Castlevania Lords of Shadow Satan Final Boss Walkthrough 1/2 Gameplay - YouTube[/ame]
          http://www.nextgenquake.com

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          • #6
            Sure... you just need an emitter attached to your model and max some different kind of particles with subtractive blending.

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