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New ale question |
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Just popping in
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Right so that's all sorted. NEW QUESTION. How do I make a beam or cone emitter tile a beam texture rather than stretching a single one out so that all the detail is drained?
Posted on: 2012/5/10 6:30
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Re: Inverted Muzzleflash |
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Home away from home
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2010/3/14 18:10 From Germany
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no simple way. I don't know if the effect is enabled through some gravity simulation on the emitte or if every particle is being moved individually. Either way, you'd need to find them in the ALE's, and since all muzzle flashes are different nodes or even different libraries, this is a pretty time consuming task.
Posted on: 2012/5/10 14:44
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Re: Inverted Muzzleflash |
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Just popping in
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Figured it out already, negative pressure value.
Posted on: 2012/5/10 19:15
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Re: Inverted Muzzleflash |
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Just popping in
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Right okay well, after having received little help probably due to me posting this in the wrong section, I figured I'd post the fruits of my work thus far.
http://www.youtube.com/watch?v=0WOwBSAIGY0 There are only two things to really fix at this point which is getting the beam so that the textures don't flip and make the beam invisible at some angles (Must be possible but I'm not sure how), and getting the beam to pinch at the business end so it seems to fade out rather than cutting off into thin air. It uses a cone emitter so I know this is possible, but I'm not certain of what values I need to plug in and where.
Posted on: 2012/5/12 4:20
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Re: New ale question |
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A cone emitter only emits particles into a cone, it has nothing to do with the shape of the beam. Try scaling down the beam's width over time, so it goes to zero. Since the beam appears to be instantaneous that'll most likely take some tweaking to get right.
As for the beam being terrible, that's just FL. Nothing can be done about it.
Posted on: 2012/5/12 4:58
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: New ale question |
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Just popping in
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I was afraid of that, might not be worth the effort to have it pinch then. And also, that's silly. There's no way to force the two textures to remain in a + shape?
Posted on: 2012/5/12 11:03
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Re: New ale question |
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Starport Admin
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They are in a + shape at all times, it's just that when looking at different angles the + is seen from one of the angles where it looks terrible. Most modern games don't use cross-shaped beams anymore for that reason.
Posted on: 2012/5/12 15:05
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: New ale question |
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Just popping in
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No, they're not. I get the idea, one texture would fade out. That is not what's happening at all. Both are flipping together making the beam invisible. Watch the video more closely and you'll see what I mean.
Actually here, this screenshot shows the issue better. http://i209.photobucket.com/albums/bb317/Tyrkeyz/screen5344.jpg
Posted on: 2012/5/12 19:00
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Re: New ale question |
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Just can't stay away
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One ale you might refer to as a starting point might be the nomad large engine (beam section). There is a beam passing through the center of the ship which sounds like what you are looking for. You'd likely need to speed up its rate, and as suggested add a negative scaling to shrink over time, or do it through an opacity / alpha fade.
Syncing the fx length with your ini range stats should look pretty decent. Come to think of it, most engines have a beam used similarly, they just look like smoke with a fire color applied. They section is straight line, directional, scaled, and has specific length.
Posted on: 2012/5/13 15:15
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Be always firm in belief, yet never rigid | ||||
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Re: New ale question |
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Just popping in
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Yep except for the fact that I've checked engines and I cannot for the life of me find what's different.
Also the FX and range stats are already matched, as is the refire and lifespan (largely reducing the flickering associated with muzzleflash beams)
Posted on: 2012/5/13 17:30
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