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FPSC Classic Models and Media / Idea for a smoke grenade, possibly using decals :|

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Squelchy Tom
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Posted: 25th Aug 2007 22:35 Edited at: 25th Aug 2007 22:35
Recently I saw butters flamethrower that kind of "sprays" the fire decal, its been on my mind for some time but i haven't posted it untill now:

Would it be possible to create a grenade, set at "0" damage, that would spawn smoke decals, say 5-10 for a short period of time. It may not be possible as the flamethrower was a handheld weapon not a grenade, but still if anyone has the means it may well be worth a try :0

If anyone gets anywhere pls spout some posts with your progress :0

~SquelchyTom
fata error
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Posted: 26th Aug 2007 21:26
its quite possible but the efect would look a lot nicer in x10 with the soft particles but il have a go it could work like the muzzle flash on the gun
Squelchy Tom
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Posted: 27th Aug 2007 16:58
nice one :/ Yeh in x10 it would look a lot more realistic but its worth a try in fpsc :/
fata error
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Posted: 27th Aug 2007 23:57
still working on it...
Butter fingers
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Posted: 28th Aug 2007 12:14
Sadly not doable.

THe flamethrower used the firespot as the point of spawn for the decal, so it would work for say....a guy who was shrouded in smoke, or a monster seething with electricity, but for the actual projectile to smoke, you would need a source edit. We can argue this all we want, but I'm not going to continue to post on it. I'm gonna be stupid and arogant and say it can't be done!

tyrano man
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Posted: 28th Aug 2007 12:26
Yep totaly true, no scripting can be added to flak.

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.
Smitho
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Posted: 28th Aug 2007 12:37
Would there be a way to animate a particle system in Max, for example?
So after a certain ammount of time on the projectile, the animation shows smoke particles blah blah.
I think you understand me?

Deathead
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Posted: 28th Aug 2007 13:31 Edited at: 28th Aug 2007 13:36
FPSC doesn't use particles if it did it'll crash down because of a file oversize. Edit: I worked it out!!! Make the model like a grenade and then have the explosion decal has a huge bit of smoke!!

Squelchy Tom
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Posted: 28th Aug 2007 14:55
I suppose that would work :/ but wont an overly large smoke decal fudge up your framerate?
Snowblind 44
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Posted: 28th Aug 2007 15:50
Probably not, the decal is just a texture on a plane.

Squelchy Tom
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Posted: 28th Aug 2007 16:26
o right :/ But the only other problem is, how would I make a large smoke decal lol. Is there a way of resizing the ones that allready exist?
tyrano man
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Posted: 29th Aug 2007 00:16
Quote: "Would there be a way to animate a particle system in Max, for example?
So after a certain ammount of time on the projectile, the animation shows smoke particles blah blah.
I think you understand me?"

1)Particles when switched to polygon models are like 200,000 tris...
2)Flak can't be animated, as far as i know.

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.

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