HeatCloud / Dirt

HeatCloud / Dirt

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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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

HeatCloud / Dirt

Post by Argh »

... are both still using the default explo texture, not referencing the location of custom textures as documented :P I checked the source.

This means, among other things, that I dare not use my uber-leet new explosions in NanoBlobs 0.6 for certain things, because the texture rez is too high for ordinary explosions :|
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

CDirtProjectile uses randdotstex:

Code: Select all

texture = &ph->randdotstex;
Fixed the CHeatCloudProjectile thing, heatcloud=explo.tga; is the default in resources.tdf.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

So, now it's doing a TDFParser string search within that data? And I can use custom textures? Sweet, thanks Tobi! I didn't figure it was a big deal to fix, and the benefits will be... ah... kind've big... especially if JC ever gets that code working that allows multiple instances of a given Projectile within an explosion event...
Yeha
Posts: 96
Joined: 13 Aug 2004, 19:12

Post by Yeha »

Setting texture=texturename in the explosiontdf should work for heatcloud and dirt projectiles.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

DDS working for all this fancy FX stuff?
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

especially if JC ever gets that code working that allows multiple instances of a given Projectile within an explosion event...
You can (not sure if its this version or 0.72b1 too). Use ANY unique name for the TDF section instead of the projectile class, and then put "class=ProjectileClassName" inside it.

Like:

[bwfdsreseowpntreoiutenwo]
{
class="heatcloud"
}
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Aha!

The only thing that I still want, then, is an argument that allows for a time-delay. Then we can build ExplosionGenerator events of sufficient complexity that I can finally deploy the Nuke ;)
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