Inside3D!
     

Tron-Style Walls..

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming
View previous topic :: View next topic  
Author Message
Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Thu Sep 25, 2008 2:22 am    Post subject: Tron-Style Walls.. Reply with quote

EDIT:
Thanks for your responses, but I found a method, thanks anyway.

I was wondering if the best method for this would be QC or an engine modification, as I don't want to leave a crapload of entities behind the player... Please respond, thanks.


Last edited by Downsider on Thu Sep 25, 2008 11:15 pm; edited 1 time in total
Back to top
View user's profile Send private message
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Thu Sep 25, 2008 5:48 am    Post subject: Reply with quote

what do you mean? like the black with glowing color? couldnt you just use a full bright color out of the pallet with black? possibly use an engine with bloom also....
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Thu Sep 25, 2008 2:39 pm    Post subject: Reply with quote

Yeah I'm not following either. I also figured you meant the visual effect, which has very little to do with code, besides bloom.
_________________
Look out for Twigboy
Back to top
View user's profile Send private message Visit poster's website
Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Thu Sep 25, 2008 2:52 pm    Post subject: Reply with quote

I am guessing he is talking about the game: http://www.armagetronad.net/screenshots/screenshot_2.png
_________________
Quake Maps
Back to top
View user's profile Send private message Visit poster's website
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Fri Sep 26, 2008 2:00 am    Post subject: Reply with quote

oh i figured something like in a 1st person view similar to that of tron 2.0 or ricochiet for hl1
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Fri Sep 26, 2008 4:28 am    Post subject: Reply with quote

Well, a trail of entities is one way to do it. This would shoot your entity count through the roof given enough time, but there are steps you can take to lower it. For one thing, when a straight line gets long enough you can delete the small entities that make up the line and replace them with a larger entity that looks like 5, 10, etc smaller ones put together (using a fraction of the entity count).

However, your best bet may be to simply do an engine mod to support directly drawing the lines. Then the QC just calls out to the engine using various plugins like the functions we have now to tell the engine "okay, the next line segment is here" etc.
_________________
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
Back to top
View user's profile Send private message MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group