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Posted: Sun Apr 11, 2010 10:23 am
by Zero_Falcon
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?)
Posted: Sun Apr 11, 2010 11:32 am
by madpeople
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...
Posted: Sun Apr 11, 2010 12:22 pm
by KGJV
All 5 "effect textures" are hardcoded like this:
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"
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.
Posted: Sun Apr 11, 2010 12:54 pm
by pkk
That was easy... So I could even do it.
http://alleg.scarybugs.net/ticket/80
Posted: Mon Apr 12, 2010 12:16 am
by Zero_Falcon
This is what I have been waiting for. Thanks!