Beamlaser fadeout

Beamlaser fadeout

Requests for features in the spring code.

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KDR_11k
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Joined: 25 Jun 2006, 08:44

Beamlaser fadeout

Post by KDR_11k »

It would be useful if we could make beamlasers fade out instead of disappear immediately, preferrably the fading would be after the beam did its damage. This could be used for beamlasers that have a very short beamtime to act like railguns or other fast weapons that don't fire a stream. It just looks bad when the beam flashes up for a split second and disappears again, would be better if there was a trail that slowly faded out. For visual inspiration take e.g. UT2003's ASMD, Quake 2 and later's railgun or Dawn of War's lasguns.
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Zpock
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Joined: 16 Sep 2004, 23:20

Post by Zpock »

Hmmm, the way I think this should be done is you can specify 2+ different textures and it "morphs" from one texture to the other, also able to set the time this takes between each texture for more control.
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KDR_11k
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Post by KDR_11k »

That would still require that the beam stays visible for longer than it does damage because I'd want e.g. a railgun to do its whole damage in one frame.
bwansy
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Joined: 02 May 2006, 05:21

Post by bwansy »

Hmmm, I get your point. Yes, that would be nice.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

So, it needs ColorMap and a value like "timeToRemove" to pad out the time after the projectile hits and allow it to exist. Not a big problem. However, iirc, I think that it'd still be capable of doing damage during that 5-frame fade or whatever.
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