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ribbon effects!
Posted: 04 Jul 2007, 21:55
by smoth
if someone is pretty well read on this stuff could someone add them?
http://www.gamedev.net/community/forums ... 1�
They are used a lot in warcraft III as well. Just a handy effect if someone could add it :)
Posted: 04 Jul 2007, 21:57
by Snipawolf
+1
They are used in DSII a lot, also..
Posted: 04 Jul 2007, 22:11
by trepan
Fairly simple in lua:
glBeginEnd(GL.QUAD_STRIP, ...) + gl.Blending(GL.SRC_ALPHA, GL.ONE)
You could probably do a faster version with a fixed geometry display list,
a gradient texture, and a varying texture matrix to do the swoosh effect.
If you wanted to go the shader route, then you have even more options.
P.S.: Ya, could be built in to the engine as well...

Posted: 04 Jul 2007, 22:14
by smoth
which way is better trepan?
Posted: 04 Jul 2007, 22:16
by AF
your link leads to a thread with links that lead to pages that have broken css formatting preventign the image from being loaded.
but from the description Id have to say this sounds like the method used for missile trails.
Posted: 04 Jul 2007, 22:40
by smoth
something similar yes af. Also, try ie or firefox, the pics load fine.
I want them to be part of the customizable effects, so I can generate ribbons
Posted: 04 Jul 2007, 23:04
by KDR_11k
Indeed. I seem to recall requesting a sword weapon that would do this back when I made the first experiments with hand to hand combat.
Posted: 04 Jul 2007, 23:07
by smoth
kdr is in my head.
I also want to use it for something I am thinking of adding involving the thrusters on a mechs back... use your imagination kdr.

Posted: 05 Jul 2007, 12:30
by AF
Like the homeworld fighter trails?
IE7 gives the same results, except, it shows a flash advert, and complains about errors on the page.
edit:: identical results under Firefox 2
Posted: 05 Jul 2007, 12:49
by smoth
NO, that would be really out of place..
and dude, something must be up with your machine, I can see them just fine on both of my machines.
Posted: 05 Jul 2007, 13:03
by AF
FF2 under ubuntu 7, Opera 9.2 and IE7 under Vista.
Posted: 05 Jul 2007, 14:06
by Pxtl
Question: how much power do modders have over projectiles? Because to me, it sounds like the best approach would be to do a trail as a special kind of piece. Then you could hide and show the piece like any other piece in the COB script, and if it were attached to a projectile, it would leave the appropriate trail behind the projectile. Ideally being able to bind it to a section of the model's texture for the trail-texture, or something like that.
Posted: 05 Jul 2007, 14:31
by AF
What happens when you have multiple projectils in flgiht? Or projectiles of different types?
Posted: 05 Jul 2007, 14:58
by Warlord Zsinj
I want capes for my emperor's guards, dammit >_>
Posted: 05 Jul 2007, 16:59
by Pxtl
AF wrote:What happens when you have multiple projectils in flgiht? Or projectiles of different types?
I meant I was wondering if projectiles can be S3O models with multiple pieces - such that the "ribbon as part" approach also works for projectiles since you make them the same way.
Posted: 05 Jul 2007, 17:44
by KDR_11k
I don't think you can tag a piece in any way without using the script.
Smoketrails are created by giving them the start and end point of the segment, anything that wants to spawn them must keep track of the last place it spawned one.
Posted: 05 Jul 2007, 17:57
by Dragon45
fuck ribbons, i want magnets of ribbons
Posted: 06 Jul 2007, 01:56
by Zpock
Need something like this programmed in for sweeping lasers, for motionblur/lightsaberish effect.
Posted: 06 Jul 2007, 11:08
by KDR_11k
Heh, I wanted such trails because my plasblades looked silly when emitted once per "frame" without any motionblur.
Posted: 06 Jul 2007, 13:53
by Snipawolf
Plasblades? For what?
