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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Thu Jun 25, 2009 7:27 pm Post subject: trails behind shots fired? |
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hey, i was wondering how would i go about making a trail behind the bullets that are fired? sorta how the sniper rifle off of halo?
you dont need to do it for me, just um can you guys gimme an idea on where to start and maybe what to start with?
thanks.
for those who want to know how to do this, you do it in QME under model properties and flags, BIG thnx to xavior !
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lukas2288
Joined: 14 Jun 2009 Posts: 42
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Posted: Wed Jul 01, 2009 8:39 am Post subject: |
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quark can make this to.But how to make trails just like UT2k3 shockrifle gun for example? |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Wed Jul 01, 2009 3:09 pm Post subject: |
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You can set the properties of an mdl in qme to use one of quake's original trails (rocket, grenade, blood, scrag shot, hellknight shot etc), and in DarkPlaces you can use an effectsinfo.txt to design your own trail types. _________________ Apathy Now! |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Wed Jul 01, 2009 5:25 pm Post subject: |
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MauveBib wrote: | You can set the properties of an mdl in qme to use one of quake's original trails (rocket, grenade, blood, scrag shot, hellknight shot etc), and in DarkPlaces you can use an effectsinfo.txt to design your own trail types. |
how would you do that? is there an example some where? _________________ QuakeDB - Quake ModDB Group |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Wed Jul 01, 2009 10:21 pm Post subject: |
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Download dpmod, that has a sample effectsinfo.txt you can examine. _________________ Apathy Now! |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Team Xlink
Joined: 25 Jun 2009 Posts: 320
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Posted: Mon Nov 16, 2009 9:21 pm Post subject: |
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So to create your own trails you need to use Dark Places?
I suppose you could create them directly in the engine if you needed or wanted to, right? _________________
Anonymous wrote: | if it works, it works. if it doesn't, HAHAHA! |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Tue Nov 17, 2009 7:13 am Post subject: |
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Yes of course. _________________ Quake Maps |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Tue Nov 17, 2009 4:43 pm Post subject: |
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If you want to tinker engine side you could add an EF_BULLET_TRAIL thus allowing for QuakeC handling. But I think you're best off working with the DP way. |
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Team Xlink
Joined: 25 Jun 2009 Posts: 320
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Posted: Tue Nov 17, 2009 10:18 pm Post subject: |
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r00k wrote: | If you want to tinker engine side you could add an EF_BULLET_TRAIL thus allowing for QuakeC handling. But I think you're best off working with the DP way. |
I think I will try it Engine side.
The trails QME offers aren't what I need I just need one long gray smoke one that is from where you shot to the place the bullet hit.
Like the one it already has except a lot longer. _________________
Anonymous wrote: | if it works, it works. if it doesn't, HAHAHA! |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Tue Nov 17, 2009 10:26 pm Post subject: |
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If I were you, I would add a builtin to create the trail with a start point and end point. I would just parse the builtin engineside and create particles along the line between the start and end point. Blend the particles, textured, with additive alpha, and it looks very similar to what Halo has. |
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