View topic - Asshole cegTags



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 Post subject: Asshole cegTags
PostPosted: 14 Mar 2011, 15:38 
BT: Legacy & Spring 1944 Developer

Joined: 21 Sep 2004, 07:25
Location: Needlessly hostile.
I wanted to use cegTag to give my missile weapons a cool looking missile trail but they are assholes. When there are a few dozen of them flying around the screen the ceg effect starts to really noticably "stutter", switching on and off (for all cegs). Is there a way around this?


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 Post subject: Re: Asshole cegTags
PostPosted: 14 Mar 2011, 15:41 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
max particles maybe is low?


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 Post subject: Re: Asshole cegTags
PostPosted: 14 Mar 2011, 20:12 
Moderator
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
spring is stupid with deciding which particles to draw.
Does not seem to take into account if particle source is on screen and does not seem to distribute particles very clever.
Only way around is to use low particle count in effects, ie a projectile trail CEG is spawned every frame -> particle count can easily skyrocket.


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 Post subject: Re: Asshole cegTags
PostPosted: 14 Mar 2011, 20:16 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
spiked, have you tried a long smoke texture so it requires less particles per trail?


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 Post subject: Re: Asshole cegTags
PostPosted: 25 Mar 2011, 11:45 
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Joined: 01 Apr 2010, 20:05
some way you could do

1. Use spawners

2. Scale the images

for spawners use delay with a bit randomness and make a copy of the ceg to prevent loopfuck "lol i calc 0/0"


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