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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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avirox
Joined: 16 Aug 2006 Posts: 109
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Posted: Fri Dec 18, 2009 1:46 pm Post subject: |
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XTF (another offshoot of megatf) had smoke grens. If I can find the source somewhere I'll upload it |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Fri Dec 18, 2009 8:08 pm Post subject: |
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Kind of nifty:
Works in other engines too, of course. |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Fri Jan 08, 2010 5:25 pm Post subject: |
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a somewhat lame way to do this is a group of "puffs". maybe 10 or 20 puff os sprite_white.spr entities, maybe with some animations (slowly floating around, or something? may need finne tunning).
the good thing about this idea is that it will work anywhere, the bad thing is some lag because of the use of 20+ extra entitis...
he.. you can even make so the puffs move from a center to the outside, before going "puff!" ..and make that center the smoke grenade.. this could look cool, actually... |
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albertwigs
Joined: 30 Mar 2010 Posts: 3
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Posted: Wed Mar 31, 2010 3:36 am Post subject: |
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Its all depends on which engine is being used. In stock quakeworld it's pretty difficult to get a realistic smoke grenade effect, but with custom engines it's a much easier task.QuakeC is an interpreted language developed in 1996 by John Carmack of id Software to program parts of the computer game Quake. Using QuakeC, a programmer is able to customize Quake to great extents by adding weapons, changing game logic and physics, and programming complex scenarios. It can be used to control many aspects of the game itself, such as parts of the AI, triggers, or changes in the level. |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Wed Mar 31, 2010 6:21 am Post subject: |
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By Jove, you're right! _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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