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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0000401 | Spring engine | General | public | 2007-01-26 22:44 | 2012-07-29 15:40 | ||||
Reporter | Argh | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | suspended | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000401: Tracks aren't starting immediately | ||||||||
Description | Units with tracks aren't putting them down nearly fast enough for it to look correct. Tracks are fading in well behind units, and it's very noticeable with things with two legs. Tracks need to start being put down after a game designer-controlled time delay, imo, for those situations where we might want to delay them. The current defaults simply do not work at all right for walking units, or units with long stride-patterns, however. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Argh (reporter) 2007-04-01 18:09 |
Ok, nevermind... I've found out what the problem is, and it's a little stranger than I thought! Tracks will not be drawn if other particles are being drawn above them! I have a robot that makes puffs of smoke out of its feet as it moves, and these cause the tracks to become invisible... which, in turn, makes the tracks appear well behind the robot. I will seek a solution, probably have to use the z-sorted explosionGenerator... |