Laser Textures
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Laser Textures
Pardon me for asking something that has been answered a zillion times, but what is the correct way to fix the laser textures?
Re: Laser Textures
Sorry if it has said already a zillion times, but speak in whole sentences. Ppl can't read your mind...
Re: Laser Textures
They work fine, why fix them?Forboding Angel wrote:Pardon me for asking something that has been answered a zillion times, but what is the correct way to fix the laser textures?
Re: Laser Textures
what is broken? if you have that little | at the front then set a non existent texture for the tip
Re: Laser Textures
My bet on: "Use image sizes that are power of 2."
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Laser Textures
Ahh so they must be an exact size now instead of like 100x153 it would need ot be 100x154 or 100x152?
Thanks Zwzsg.
Thanks Zwzsg.
Re: Laser Textures
Not divisible by 2, power-of two. As in, 64 X 128 

Re: Laser Textures
2
4
8
16
32
64
128
256
512
I hope you really don't need to go to 1024 for a laser texture.
4
8
16
32
64
128
256
512
I hope you really don't need to go to 1024 for a laser texture.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: Laser Textures
Ack, thanks argh and snipa, would have helped a bit if I read into the actual wording of what zwzsg said. Woe is me, ./wrist to forehead, and all that good stuff lol.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: Laser Textures
Code: Select all
texture1 = "megaparticle",
texture2 = "empty",
texture3 = "empty",
texture4 = "empty",
Re: Laser Textures
Code: Select all
texture1 = "megaparticle",
texture2 = "",
texture3 = "",
texture4 = "",
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Laser Textures
well I already have an empty=empty.tga; in resources.tdf
I really dunno what's going on here.
I really dunno what's going on here.
Re: Laser Textures
Does empty.tga actually exist? I usually pointed my stuff to "foo", where "foo" does not exist, and is not named in Resources.
If it does... maybe it's not formatted correctly, etc. Use a 8X8 pixel TGA, IIRC, 2 and 4-pixel ones don't seem to actually work right.
If it does... maybe it's not formatted correctly, etc. Use a 8X8 pixel TGA, IIRC, 2 and 4-pixel ones don't seem to actually work right.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Laser Textures
hmm that could be it, it's a 2x2, I'll try that.
Edit: Nope no joy. I tried everything I could think of. Removed the empty=empty.tga; entry from resources too and got the exact same results.
Unfortunately I can't find the link to the changelog cause the answer is probably there :-/
Edit: Nope no joy. I tried everything I could think of. Removed the empty=empty.tga; entry from resources too and got the exact same results.
Unfortunately I can't find the link to the changelog cause the answer is probably there :-/
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Laser Textures
This is a screenie of the largest laser, it should be omgwtfbbq large. Also, it comes from the sky (5k up to be exact) and the texture is oriented incorrectly.
Re: Laser Textures
Waaaaaaaaaait... Those are multiple billboarded sprites! Forb, that's not a laser, that's a cannon.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: Laser Textures
Flip the 'b' around and you have HitchHiker's Guide to the Galaxy...KDR_11k wrote:Forb, that's not a laser, that's a cannon.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Laser Textures
Can you put that into english for me?KDR_11k wrote:Waaaaaaaaaait... Those are multiple billboarded sprites! Forb, that's not a laser, that's a cannon.
Code: Select all
local weaponDefs = {
deathray = {
areaOfEffect = 500,
avoidFeature = false,
avoidFriendly = false,
beamWeapon = true,
cegTag = "electricbolt",
collideFeature = false,
collideFriendly = false,
commandfire = true,
coreThickness = 3,
duration = 0.5,
energypershot = 250000,
explosionGenerator = "custom:NUKE",
fallOffRate = 0.1,
fireStarter = 90,
guidance = true,
id = 666,
impluse = "1",
interceptedByShieldType = 1,
largeBeamLaser = true,
lineOfSight = true,
metalpershot = 0,
name = "Doom Laser",
range = 200000,
reloadtime = 180,
renderType = 0,
rgbColor = "1 0.5 0",
rgbColor2 = "0 0 1",
soundHit = "18402_inferno_xplo.wav",
soundStart = "doomlaser2.wav",
startVelocity = 5000,
sweep = "1",
sweepfire = true,
targetMoveError = 0,
texture1 = "megaparticle",
texture2 = "empty",
texture3 = "empty",
texture4 = "empty",
thickness = 120,
tolerance = 50000,
turret = true,
weaponVelocity = 5000,
damage = {
default = 25000,
},
},
}
unitDef.weaponDefs = weaponDefs
--------------------------------------------------------------------------------
return lowerkeys({ [unitName] = unitDef })
--------------------------------------------------------------------------------
Re: Laser Textures
Maybe some nonsense with that rendertype tag. I just use weaponType on everything (would be weaponType="LaserCannon", here).
BTW, "impluse" is misspelt
BTW, "impluse" is misspelt
Re: Laser Textures
Yes, use weaponType, always. Much cleaner.