I'm trying to find a way to play with the Particles setting to ON without getting my accuracy decreased by hull damage smoke shrouding my target while still being able to tell if ships are boosting (without looking at their speedometers) and to see missiles clearly (because of their exhausts).
So do hull damage smoke use bmp.mdls (which I can change to blank bmp.mdls?)
Do particles (smoke, hull damage smoke, etc.) use bmp.mdls?
I know the ripcord/aleph sprites are the minigun particles, boosters might be procedural though, don't know about the damage smoke.
I'm going to see if I can put my 32bit art into the art SVN - the .png s of the allegiance artwork I made for FAZ devs, so they wil lbe easier for poeple to get a hold of if they don't have FAZ ftp access...
I'm going to see if I can put my 32bit art into the art SVN - the .png s of the allegiance artwork I made for FAZ devs, so they wil lbe easier for poeple to get a hold of if they don't have FAZ ftp access...
All 5 "effect textures" are hardcoded like this:
As you can see, afterburner, damage and smoke share the same texture...This requires a very simple code change to separate them.
Spark is the 'teleport' effect.
Code: Select all
#define AWF_EFFECT_AFTERBURNER_SMOKE "f102bmp"
#define AWF_EFFECT_FIRE "firebmp"
#define AWF_EFFECT_SMOKE "f102bmp"
#define AWF_EFFECT_DAMAGE "f102bmp"
#define AWF_EFFECT_SPARK "f17bmp"Spark is the 'teleport' effect.
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Zero_Falcon
- Posts: 413
- Joined: Tue Jun 03, 2008 5:14 am
- Location: Singapore
This is what I have been waiting for. Thanks!pkk wrote:QUOTE (pkk @ Apr 11 2010, 08:54 PM) That was easy... So I could even do it.![]()
http://alleg.scarybugs.net/ticket/80


