ALIEN_JL Posted June 26, 2002 Posted June 26, 2002 Do you know why in JK2 saber trail is usually that type 1 ?? And if you do then do you know how to change it to that type 2 ??
Tchouky Posted June 26, 2002 Posted June 26, 2002 here is the trail code . I didn't really understand how it did work. It's in the cg_addsaber function in the cgame . Good luck ! { float oldAlpha = 1.0f - ( diff / SABER_TRAIL_TIME ); // New muzzle VectorCopy( rgb1, fx.mVerts[0].rgb ); fx.mVerts[0].alpha = 255.0f; fx.mVerts[0].ST[0] = 0.0f; fx.mVerts[0].ST[1] = 1.0f; fx.mVerts[0].destST[0] = 1.0f; fx.mVerts[0].destST[1] = 1.0f; // new tip VectorCopy( rgb1, fx.mVerts[1].rgb ); fx.mVerts[1].alpha = 255.0f; fx.mVerts[1].ST[0] = 0.0f; fx.mVerts[1].ST[1] = 0.0f; fx.mVerts[1].destST[0] = 1.0f; fx.mVerts[1].destST[1] = 0.0f; // old tip VectorCopy( rgb1, fx.mVerts[2].rgb ); fx.mVerts[2].alpha = 255.0f; fx.mVerts[2].ST[0] = 1.0f - oldAlpha; // NOTE: this just happens to contain the value I want fx.mVerts[2].ST[1] = 0.0f; fx.mVerts[2].destST[0] = 1.0f + fx.mVerts[2].ST[0]; fx.mVerts[2].destST[1] = 0.0f; // old muzzle VectorCopy( rgb1, fx.mVerts[3].rgb ); fx.mVerts[3].alpha = 255.0f; fx.mVerts[3].ST[0] = 1.0f - oldAlpha; // NOTE: this just happens to contain the value I want fx.mVerts[3].ST[1] = 1.0f; fx.mVerts[3].destST[0] = 1.0f + fx.mVerts[2].ST[0]; fx.mVerts[3].destST[1] = 1.0f; fx.mShader = cgs.media.saberBlurShader; fx.mSetFlags = FX_USE_ALPHA; fx.mKillTime = SABER_TRAIL_TIME; trap_FX_AddPrimitive(&fx); }
ALIEN_JL Posted June 28, 2002 Author Posted June 28, 2002 It starts with this: Go from new muzzle to new end...then to old end...back down to old muzzle...finally connect back to the new muzzle...this is our trail quad And if i understand right that means that saber trail is always quadrangle... But that screenshot of mine prove otherwise:mad: Does anyone have any idea how this works...
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