Hull hit sprites and shield effect

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
SpaceJunk
Posts: 759
Joined: Wed Apr 06, 2005 7:00 am
Location: Collision orbit

Post by SpaceJunk »

I tested a 512x512x9 frames but it crashed.

128x128x10 frames launches. I added color dots to frames 1, 2, 8, 9 and 10, and it skipped frames 8 and 10.
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Adaven
Posts: 1958
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

Interesting. Questions that come to mind:

Any idea how long the entire animation lasted?

What was your overall framerate and was VSync on?

<edit> guess I need to learn to read
Last edited by Adaven on Wed Dec 29, 2010 12:36 am, edited 1 time in total.
SpaceJunk
Posts: 759
Joined: Wed Apr 06, 2005 7:00 am
Location: Collision orbit

Post by SpaceJunk »

256x256x9 doesn't launch, at least in my netbook.

Also, the game only renders 4 shield hits at any time.
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Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

I nailed down the hull hit effects.

They are called Tangent and Normal effects in the code, which accurately describes how they are positioned:


Tangent is the circle (f103bmp.mdl) and it lays flat on the hitbox.
Normal is the the green arrow framed by a white, green and magenta lines to better see the edge of the texture (fx11bmp.mdl). It's always at a right angle to the hitbox.

They expand from the hit location pretty much like you'd expect.
Contrary to expectation, they do not seem to fade away, just expand and disappear after reaching max size, which is just about what you can see in this pic.
Shooting a single gatt gun, you never see more than 3 sprites at one time, meaning you can calculate the time they stay on by multiplying the time between gatt bullets by 3.

I'm going to create a proper mod of these soon, aimed not so much at improving the look as much as making it easier to get visual feedback on aim.
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TheCorsair
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Post by TheCorsair »

Spinoza wrote:QUOTE (Spinoza @ Jan 28 2011, 07:43 AM) I'm going to create a proper mod of these soon, aimed not so much at improving the look as much as making it easier to get visual feedback on aim.
excellent!
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Shizoku
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Location: Ozzy's right nut.

Post by Shizoku »

I was just thinking today that something like that would be cool to have. I look forward to what you come up with spin.
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Death3D
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Post by Death3D »

Go Spin go!
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MiamiHeat87
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Joined: Wed Feb 04, 2015 8:08 am

Post by MiamiHeat87 »

Any update on mods for the hit sprite?
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