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MBII saber blades


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Huh? If the special trails vanish after SFX is applied, it seems to me that Razor edited CG_AddSaberBlade's CheckTrail portion for Enhanced.

 

EDIT: And he did. Forget about this Razor?

That was what I was referring to. :)

 

I'm confused about why sabertrail->duration isn't used anymore. Do I understand this correctly that fx.mKillTime is referring to the actual saber blade textures? Is a trail generated at all then?

 

Btw is there any way to make the new saber trails not conflict with swords? When using the trails, they cause the saber blades to show up in sword models

I'm sure it's possible, we'll just have to figure out how to adapt the code.

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Btw is there any way to make the new saber trails not conflict with swords? When using the trails, they cause the saber blades to show up in sword models

 

Blah! I saw that and wanted to fix it but I didn't see a problem in the code for it so I thought it must be that my sword's .sab file was just bad.

 

Fixing that should be a priority for these.

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fx.mKillTime takes an integer, but that could be dealt with. The problem is that it doesn't make enough of a difference in the trails until it gets to be at least 15 or so, and then it starts to look funny. It repeats wedge-shaped trail peices with gaps in between.

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fx.mKillTime takes an integer, but that could be dealt with. The problem is that it doesn't make enough of a difference in the trails until it gets to be at least 15 or so, and then it starts to look funny. It repeats wedge-shaped trail peices with gaps in between.

 

arrgh I did it again!! I have to remember theres an edit button there now! LOL

 

Anyways, one way to help make the gaps look smoother is if you make the glow trail a little bit longer (not the core trial) it files those gaps with what ever color the saber is. I'm not sure if it can be done with code, but I've done it by editing the glow trial picture before. The fact that the trials are code based makes a bit uncertain as to if it can be done with this code or not.

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That was what I was referring to. :)

 

I'm confused about why sabertrail->duration isn't used anymore. Do I understand this correctly that fx.mKillTime is referring to the actual saber blade textures? Is a trail generated at all then?

 

 

I'm sure it's possible, we'll just have to figure out how to adapt the code.

 

What the game normally does is take sabertrail->duration, do some math on it, put that in trailDur, then apply that value to fx.mKillTime, which is the value that actually matters. It basically determines how long the trail is.

 

The SFX Code simply sets sabertrail->duration to 0 and never mentions it again. It's totally ignored.

 

---

 

The SFX Code does not allow the use of sword trails. the trailStyle cvar is ignored, just like sabertrail->duration.

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  • 1 month later...
That was what I was referring to. :)

 

I'm confused about why sabertrail->duration isn't used anymore. Do I understand this correctly that fx.mKillTime is referring to the actual saber blade textures? Is a trail generated at all then?

 

 

I'm sure it's possible, we'll just have to figure out how to adapt the code.

 

Sorry that I haven't posted in a while. Been busy.

Anyway, I was the first to ask for this. Razor, I sent you a PM with the code changes in Enhanced, but you kinda blew me off.

 

As for the quote, saberTrail->duration and fx.mKillTime don't work with the SFX sabers because SFX uses the previous position of the blade to calculate the trail. If you want to change the length of the trail, you have to do a little vector math on the positions.

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It wasn't my intention to blow you off. For some reason the PM has disappeared and I thought I had replied asking for the actual modified code. Adding code based on line numbers/files is a pain in the ass for large changes.

 

Anyway, I'm sorry about that. Maybe you could get in contact with Lath and Vruki and get that code smoothed out?

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