Asshole cegTags
Moderators: MR.D, Moderators
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Asshole cegTags
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?
Re: Asshole cegTags
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.
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.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Asshole cegTags
spiked, have you tried a long smoke texture so it requires less particles per trail?
Re: Asshole cegTags
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"
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"