Custom Missile models in... but I need help... - Page 2

Custom Missile models in... but I need help...

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

UA uses models with triangles and UV maps and other stuff Spring doesn't support yet though, Zsinj... we've been over this :P
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

FIRE!!!!!!!!!!!!!!!

MUAHAHHAHAH

OH YEAH!!

http://www.epicedit.com/missilefire.avi

Fire trail size differs with size of missile... MUAHAHAH!!!

-Buggi
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

very cool Buggi. 8)


Now gimmie balistic rockets!


please?
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Nice, I especially like how it flies away at the end.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Nice super Liche you got there. My super hawk could still toast it :P
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Well, while I think it is superb, SJ thinks it's simply to much for y'all to handle. To many particles.

But... isn't that the point? We have particles... why can't we use them!?

The "fire" on the nuke-type rockets is about 20 layers of color plastered over one another, mine is just one particle object which "lives" for about 5 ticks or so, actually 5 times a multiple of a small ratio of the radius of the missile.

And the system is only creating the particles when the camera is on it.

What this does is take the processing off the CPU and places the work on your graphics card.

All you people who are waiting for some reason to upgrade ... I suggest you do so :P

-Buggi
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

B-b-b-but i've got a good PC and a piss poor card!!! damn!!!
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I think I'll concede this time and make a modified version of the starburst projectile's method of doing fire and smoke

I don't want to kill anyone's computer :P

-Buggi
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

hmm

Post by Noruas »

this is cool stuff man, but my computer is dying in the proccess of playing this movie lol nah not really but thats cool, is there a code you can give us?
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Why not have a little checkbox in the settings.exe that defines a user's wish to have to FIRE DOOM TRAAILS.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Actually, SJ and I thought the best solution was to add support for a tag for the weapon itself.

trailtype=0/1/2;

0 = smoke trail, 1 = "starburst"-like trail, 2 = super DOOM fire trail :-D

-Buggi
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

I think nukes in xta and ota should have that fire trail only aswell, makes it look more cool if you see it less commen.
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

Couldn't the spring config control the number of particles shown?
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

What's the spacecraft in your last picture buggi? It looks very good and I don't remember ever seen it in TA.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Great that the Sys are including it!

Another issue is he propeller=1; tag, which makes any non-base part of the weapon model spin.
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