Vruki Salet Posted July 19, 2006 Share Posted July 19, 2006 If this works it'll be dreamy. I'm way too tired to do it now but if I perk up after coffee I'll try it out or else tomorrow. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 19, 2006 Share Posted July 19, 2006 I'm just hoping fx.mKillTime can accept floats. Link to comment Share on other sites More sharing options...
JRHockney* Posted July 19, 2006 Share Posted July 19, 2006 I just changed the tip of the MB2 saber to be a point rather than rounded off. It now looks amazingly like episode 3 sabers because bright part of the glow does no really pass the point. If any body wants a copy of it, P.M. me or IM me. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 19, 2006 Share Posted July 19, 2006 A point? I'm sold. ...You don't have an IM listed. Link to comment Share on other sites More sharing options...
JRHockney* Posted July 19, 2006 Share Posted July 19, 2006 PM me and I'll send you my AIM or MSN IM. I'll do a file transfer from there. Link to comment Share on other sites More sharing options...
crail227 Posted July 19, 2006 Share Posted July 19, 2006 you cant just post it here? Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 19, 2006 Share Posted July 19, 2006 He might not have webspace. Link to comment Share on other sites More sharing options...
JRHockney* Posted July 19, 2006 Share Posted July 19, 2006 He might not have webspace. Yep, I don't. I still haven't havent joined enough of this century to even have a webcam. LOL! Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 19, 2006 Share Posted July 19, 2006 Can we have a screenshot from someone? Also send it to me and I'll put it on my server and make a link here. Link to comment Share on other sites More sharing options...
UDM Posted July 19, 2006 Share Posted July 19, 2006 PM me your email and I'll send it to you I'm going ingame to take screenies now Link to comment Share on other sites More sharing options...
UDM Posted July 19, 2006 Share Posted July 19, 2006 http://img157.imageshack.us/img157/1381/shot0103xu2.jpg http://img125.imageshack.us/img125/5033/shot0102sx3.jpg http://img147.imageshack.us/img147/9764/shot0101il7.jpg 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 Link to comment Share on other sites More sharing options...
razorace Posted July 19, 2006 Share Posted July 19, 2006 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. Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 19, 2006 Share Posted July 19, 2006 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. Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 19, 2006 Share Posted July 19, 2006 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. Link to comment Share on other sites More sharing options...
JRHockney* Posted July 19, 2006 Share Posted July 19, 2006 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. Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 19, 2006 Share Posted July 19, 2006 I don't know how to do that yet. Lathain might. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 20, 2006 Share Posted July 20, 2006 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. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 20, 2006 Share Posted July 20, 2006 .zip updated. Sword trails now appear and the trailStyle cvar is obeyed, though I make no guarantees to it looking right. They're still short though. http://www.seraphicradiance.net/BB/avaimages/rgbsfxsabers.zip Link to comment Share on other sites More sharing options...
Grey Raven Posted September 5, 2006 Share Posted September 5, 2006 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. Link to comment Share on other sites More sharing options...
razorace Posted September 5, 2006 Share Posted September 5, 2006 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? Link to comment Share on other sites More sharing options...
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