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trails behind shots fired?

 
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ceriux



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

PostPosted: Thu Jun 25, 2009 7:27 pm    Post subject: trails behind shots fired? Reply with quote

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

PostPosted: Wed Jul 01, 2009 8:39 am    Post subject: Reply with quote

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

PostPosted: Wed Jul 01, 2009 3:09 pm    Post subject: Reply with quote

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.
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ceriux



Joined: 06 Sep 2008
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PostPosted: Wed Jul 01, 2009 5:25 pm    Post subject: Reply with quote

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?
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Wed Jul 01, 2009 10:21 pm    Post subject: Reply with quote

Download dpmod, that has a sample effectsinfo.txt you can examine.
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ceriux



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PostPosted: Wed Jul 01, 2009 10:26 pm    Post subject: Reply with quote

thanks will do Smile
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Team Xlink



Joined: 25 Jun 2009
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PostPosted: Mon Nov 16, 2009 9:21 pm    Post subject: Reply with quote

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?
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Spirit



Joined: 20 Nov 2004
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PostPosted: Tue Nov 17, 2009 7:13 am    Post subject: Reply with quote

Yes of course.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Tue Nov 17, 2009 4:43 pm    Post subject: Reply with quote

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
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PostPosted: Tue Nov 17, 2009 10:18 pm    Post subject: Reply with quote

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.
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Downsider



Joined: 16 Sep 2008
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PostPosted: Tue Nov 17, 2009 10:26 pm    Post subject: Reply with quote

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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