okay ive tried various jet flame sfx and using them they all look like OTA engine cloud blobs leaking from the back of the plane. then I tried using a muzzle effect and it works great, except its backwards. Even pointing the emit vector forward and turning it backwards in the create still fires it in the wrong direction.
Does any one have suggestions, on either getting an effect that would resemble this or how to turn a muzzle effect backwards?
SFX help
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- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
SFX help
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Re: SFX help
To have muzzle flames properly handle the "dir" argument, use an actual object (with geometry) to project the effect from. I use quads that I just make invisible with Hide during Create() after rotating them. Also, the second texture (the "front") is optional, just feed it a null reference.
In addition, I should note that these days, I don't use this system at all, but use LUPS, and it looks a lot better at almost zero additional cost.
In addition, I should note that these days, I don't use this system at all, but use LUPS, and it looks a lot better at almost zero additional cost.
-
- Posts: 916
- Joined: 27 Jun 2009, 01:32
Re: SFX help
Out of curiosity: Is there any decent documentation / guide about it?I don't use this system at all, but use LUPS
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: SFX help
SInce no one actually answered your question, this should help you out:
Code: Select all
Thrust()
{
while( TRUE )
{
if (moving)
{
emit-sfx flame from enginefxpoint;
}
sleep 5;
}
}
StartMoving()
{
moving=1;
}
StopMoving()
{
moving=0;
}
Create()
{
start-script SmokeUnit();
turn enginefxpoint to y-axis <180> now;
start-script Thrust();
}
Re: SFX help
If your emitter is firing backwards rotat the emiter 180degrees in your create