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Missile flare color?
Posted: 27 Oct 2006, 06:04
by SpikedHelmet
Is there a way to set the color of missile's exhaust flares? Also, is there a way to have a plasma weapon (aka a "blob" projectile weapon) actively track and pursue targets WITHOUT the smoketrail=1 tag (which removes the blob, leaving only a smoketrail)
Posted: 27 Oct 2006, 06:06
by Neddie
I believe Argh would be somebody to ask about this, I remember some mutterings about it.
Posted: 27 Oct 2006, 09:14
by SpikedHelmet
And also, if the missile flare sizes can be determined as well. HURRY ARGH!
Posted: 28 Oct 2006, 01:47
by Argh
Yes
And yeah, I'll talk about how, but not right this second. I have a model to finish.
Posted: 28 Oct 2006, 02:03
by Snipawolf
Argh wrote:Yes
And yeah, I'll talk about how, but not right this second. I have a
model to finish.
Perhaps, the one you may enter into the competition?
Posted: 28 Oct 2006, 02:28
by Argh
That'd be the one.
Posted: 29 Oct 2006, 20:35
by rattle
You can override the texture the smoke trail uses with a black 1x1 tga for instance.
Quoted from the changelog:
Code: Select all
- New weapon FBI tags, texture1, texture2, texture3, texture4, the texture must be defined in resources.tdf in the projectile section.
MissileProjectile (standar rockets and guided missiles):
texture1 = flare
texture2 = smoke
LaserProjectile:
texture1 = laserbeam
texture2 = Start and end of the beam (half of the texture used at either end.)
BeamLaserProjectile:
texture1 = laserbeam
texture2 = Start and end of the beam (half of the texture used at either end.)
texture3 = muzzle flare
LargeBeamLaserProjectile:
texture1 = laserbeam
texture2 = Start and end of the beam (half of the texture used at either end.)
texture3 = Extra graphical effect at the start of the beam.
texture4 = muzzle flare
StarBurstProjectile (starburst weaponry, like nukes):
texture1 = flare
texture2 = smoke
texture3 = flame
EmgProjectile
texture1 = texture for the projectile
LightningProjectile
texture1 = texture for the lightning
ExplosiveProjectile (used in most plasma cannons)
texture1 = texture of the projectile, will be blended multiple times.