• Welcome to Battlezone Universe.
 

News:

Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

Main Menu

anyone figure out why this doesnt work?

Started by TheJamsh, June 04, 2009, 02:49:26 PM

Previous topic - Next topic

AHadley


TheJamsh

lol. well you might be able to help with the next part instead.

for some reason... i cant get it to draw a planar when sniped... im using start delay and a couple of emitters to make it fade in, stay for a while, then fade out.


particleClass9 = "xsnipe.groundblood"
particleCount9 = 1
particleVeloc9 = "0.0 0.0 0.0"

particleClass10 = "xsnipe.bloodstay"
particleCount10 = 1
particleVeloc10 = "0.0 0.0 0.0"

particleClass11 = "xsnipe.bloodfade"
particleCount11 = 1
particleVeloc11 = "0.0 0.0 0.0"

[groundblood]
simulateBase = "sim_null"
lifeTime = 26.0
renderName = "draw_planar"
textureName = "blood.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "120 120 120 255"
finishColor = "120 120 120 255"
startRadius = 10.8
finishRadius = 10.0
animateTime = 26.0

[bloodstay]
simulateBase = "sim_null"
lifeTime = 6.1
startDelay = 6.0
renderBase = "draw_emit"
emitName = "xsnipe.bloodstaye"
emitDelay = "0.1"
emitVelocity = "0.0 0.0 0.0"
emitVariance = "0.0 0.0 0.0"
emitLife = 18.0

[bloodstaye]
//simulateBase = "sim_null"
//lifeTime = 18.0
renderName = "draw_planar"
textureName = "blood.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "120 120 120 175"
finishColor = "120 120 120 175"
startRadius = 5.0
finishRadius = 5.0
animateTime = 18.0

[bloodfade]
simulateBase = "sim_null"
lifeTime = 24.1
startDelay = 24.0
renderBase = "draw_emit"
emitName = "xsnipe.bloodfadee"
emitDelay = "0.1"
emitVelocity = "0.0 0.0 0.0"
emitVariance = "0.0 0.0 0.0"
emitLife = 6.0

[bloodfadee]
//simulateBase = "sim_null"
//lifeTime = 6.0
renderName = "draw_planar"
textureName = "blood.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "120 120 120 175"
finishColor = "120 120 120 0"
startRadius = 5.0
finishRadius = 5.0
animateTime = 6.0


Strangely, it wont even draw the first one, which ive modified btw to make it easier to see.


BZII Expansion Pack Development Leader. Coming Soon.

TheJamsh

Oh and for the hell of it, i uploaded a video of what it looks like so far. Its not perfect... but it looks ok. Will be better when i have an animation to go with, and it leaves the pilot geom in the world without a head and stuff :P

Shows the "sidearm" weapon as well, kinda.

DL size is 2MB approx 45 secs.

DL Here


BZII Expansion Pack Development Leader. Coming Soon.

Zero Angel

#18
I found your problem. the text should read

renderBase = "draw_planar"

NOT

renderName = "draw_planar"

----

Oh and as to your 'pilot corpse stays in world' idea. I did the same thing before. What I found to work really well was to make the starting opacity of the pilot extremely high, something like 2550 -- and the ending opacity 0. That way the pilot's corpse would be fully visible until about 90% of the way through its animTime, upon which it would fade to nothing.

I was thinking it might also be possible to have the pilot's corpse sink into the ground before disappearing -- but that would require some trickery with emits.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

TheJamsh

Ah nice! and thanks for the tip, another dumb error :P

I was thinking about leaving the corpse in the world as an actual object rather than a draw_geom, the problem is that scrap class doesnt inherit the direction when it is generated, so it wouldnt look right. It would allow me to use a hard effect then to draw the blood still, but NVM to that.

The head flying off as one piece didnt look right, so i decided to split it into bloody chunks :P. Its such a shame BZ2's cut-off point for some effects is so far from the camera, could have done so much more. Itd make this flamethrower easier as well...


BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon




*****General BlackDragon*****