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FPSC Classic Models and Media / Visible weapon projectiles. Possible?

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Vandaarc
14
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Joined: 23rd Jul 2011
Location: Pretoria, South Africa
Posted: 4th Aug 2011 11:20 Edited at: 4th Aug 2011 11:23
During the creation of my fantasy weapons I came up with an idea to add a few spell-like abilities to the list, like a fireball spell and an ice shard spell.
For these to work correctly visually, the projectiles need to be visible as they travel from the caster's hand to the target. I tried using weapon flak for the effect, but due to physics forces on flak objects, I just can't seem to get the desired effect.
The projectiles need to travel in a straight line to their target, only stopping when they hit an obstacle.
If I have missed something obvious, I do apologize.
Any help in these matters would be much appreciated.

Cheers,
Vandaarc.
anayar
16
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 4th Aug 2011 12:50
Im not quite sure how to help you, but maybe you want to look at how EAI created his fantasy attacks?? Might give you some inspiration.

Also, I have an inkling you might have to do some raytracing to achieve this... IDk if FPSC has animated flak yet

Cheers,
Anayar


For KeithC
Vandaarc
14
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Joined: 23rd Jul 2011
Location: Pretoria, South Africa
Posted: 4th Aug 2011 13:15
Thanks, anayar. I'll definitely have a look.

As for raytracing, I had a sneaking suspicion that it might work its way into the solution.

I'll keep trying some things. Hopefully there is a nice, clean solution to my problem. I really want to add some spells to this pack!

Currently I'm just using a custom muzzle flash emanating from the hand's fingertip to simulate the spell being cast, but without the visual projectile, it does look rather lame...
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 4th Aug 2011 13:48 Edited at: 4th Aug 2011 13:54
EAI's spellkit has a flak weapon gunspec, meeans the spell acts like firing the stock bazooka.

The problem, no one solved so far, is to use for the "flak bullet" either an animated sprite or an object wich radiates its own light.

I toyed around with it myself and at one point had used a small ball with a very bright lava texture as the bullet but ingame it became almost black (same problem as with weapons held by NPCs).

EDIT: I checked my files and found that old project If you send me a mail: I'll send you back my own gunspecs and flak versions for a fireball, frost sphere and "magic arrow" including the flak models (the fire and frost are just balls I did myself and the arrow was a free download from the forums)

In case you find my grammar and spelling weird ---> native German speaker ^^
Vandaarc
14
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Joined: 23rd Jul 2011
Location: Pretoria, South Africa
Posted: 4th Aug 2011 14:20
Thank you for that, The Storyteller 01! I will send you an email soon. You have been a great help.
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 4th Aug 2011 15:34
Mail is on its way

In case you find my grammar and spelling weird ---> native German speaker ^^
Vandaarc
14
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Joined: 23rd Jul 2011
Location: Pretoria, South Africa
Posted: 4th Aug 2011 15:50
Once again, thank you very much. This is truly going to make things a lot easier to implement.
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 4th Aug 2011 16:30
main problem as said, is that the flak-bullet only receives lightning by the ambient-light. so you would have to build your complete design around this to show up some lightning on the bullets... and even that will not look really good

would be a nice improvement for 1.19.
Vandaarc
14
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Joined: 23rd Jul 2011
Location: Pretoria, South Africa
Posted: 4th Aug 2011 16:40
Agreed, maho76. I saw this problem with the initial test runs I did last night. I still wish to add the spells to the pack for future use for if or when this problem gets fixed.

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