Asshole cegTags

Asshole cegTags

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Asshole cegTags

Post by SpikedHelmet »

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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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Asshole cegTags

Post by smoth »

max particles maybe is low?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Asshole cegTags

Post by knorke »

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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bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Asshole cegTags

Post by bobthedinosaur »

spiked, have you tried a long smoke texture so it requires less particles per trail?
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Karl
Panzerstahl Developer
Posts: 746
Joined: 01 Apr 2010, 21:05

Re: Asshole cegTags

Post by Karl »

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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