TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
<!--QuoteBegin-typical skeleton+Mar 2 2004, 03:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (typical skeleton @ Mar 2 2004, 03:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The flame looks good but the gun is kind of basic. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Pretty sure we only care about the flame atm. Wouldn't want the actual model.
I thought the biggest concern was not as much the appearance of the flames, but the <i>behaviour</i> of the flames.
But fire has a really specific dynamic that'd be almost impossible to capture on an aging engine. I really think they should just bite it and release a decent (read: better than TFC) flamethrower and make it have a very specific strategy tied to it.
Variety is good, and a lot of people really don't care to see fire do firey things..
::runs and hides:: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Actually, a system for the tracking of volumetric flame was worked out, and wouldn't be too much of a CPU load... the problem was getting the resulting flame to LOOK GOOD. Which that one.. honestly... doesn't. Looks like a colored smoke launcher.
There *was* another modder in showing off his FT (which was NOT volumetric) with a very pretty flame effect... but it would have been too 'heavy' on low-end video cards. He was designing around a GF3 or 4 and above, IIRC.
At the moment, the pseudocode for the FT volumetric dispersal tracking is there. It needs to be converted into an actual formulaic equation using the facilities HL has present. After that, a GOOD fire effect has to be found and worked to follow the form path correctly. The last one is the largest stopping point, as sprites look fugly unless you have a BUNCH of them, which increases graphic and server load, and other methods don't really look much better thanks to the lack of PS2.0. :b
The only problem I've noticed with this LMG model (Whoa, back on topic?! Who knew..) is the massive blue/white muzzleflash. It's not a problem on any other weapon (shotty, hmg/GL, whatever), because of other things, but the LMG is pretty bad. Any way to reduce this at all? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<!--QuoteBegin-Delphi+Mar 3 2004, 01:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delphi @ Mar 3 2004, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only problem I've noticed with this LMG model (Whoa, back on topic?! Who knew..) is the massive blue/white muzzleflash. It's not a problem on any other weapon (shotty, hmg/GL, whatever), because of other things, but the LMG is pretty bad. Any way to reduce this at all? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> In a word, no. This was a very hot topic, back in the day. Might I suggest a flame sheild? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I don't see why it would be a flammable topic, considering the regular LMG muzzleflash is about 1/8th the size and transparency.
I don't like not knowing where my target is because some nubcaek modeler thought it would be cool to have a fifty mile wide muzzleflash from a gun that wouldn't make one anyway.
Oh my bad, I thought you were talking about trying to reduce the original LMG flash sprite. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
<!--QuoteBegin-BigBull+Mar 1 2004, 10:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigBull @ Mar 1 2004, 10:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Umm here its converted to an lmg with lazer
courtesy of nsarmslab.com <a href='http://www.nsarmslab.com/details/nsamdl6.zip' target='_blank'>Download</a>
[Silenced And Lazer <a href='http://www.nsarmslab.com/details/gl1.04lmg.zip' target='_blank'>Download</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Omg, that is teh cool!! I'm so downloading these
Comments
Pretty sure we only care about the flame atm. Wouldn't want the actual model.
I thought the biggest concern was not as much the appearance of the flames, but the <i>behaviour</i> of the flames.
But fire has a really specific dynamic that'd be almost impossible to capture on an aging engine. I really think they should just bite it and release a decent (read: better than TFC) flamethrower and make it have a very specific strategy tied to it.
Variety is good, and a lot of people really don't care to see fire do firey things..
::runs and hides:: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Actually, a system for the tracking of volumetric flame was worked out, and wouldn't be too much of a CPU load... the problem was getting the resulting flame to LOOK GOOD. Which that one.. honestly... doesn't. Looks like a colored smoke launcher.
There *was* another modder in showing off his FT (which was NOT volumetric) with a very pretty flame effect... but it would have been too 'heavy' on low-end video cards. He was designing around a GF3 or 4 and above, IIRC.
At the moment, the pseudocode for the FT volumetric dispersal tracking is there. It needs to be converted into an actual formulaic equation using the facilities HL has present. After that, a GOOD fire effect has to be found and worked to follow the form path correctly.
The last one is the largest stopping point, as sprites look fugly unless you have a BUNCH of them, which increases graphic and server load, and other methods don't really look much better thanks to the lack of PS2.0. :b
In a word, no. This was a very hot topic, back in the day. Might I suggest a flame sheild?
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I don't like not knowing where my target is because some nubcaek modeler thought it would be cool to have a fifty mile wide muzzleflash from a gun that wouldn't make one anyway.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
courtesy of nsarmslab.com
<a href='http://www.nsarmslab.com/details/nsamdl6.zip' target='_blank'>Download</a>
[Silenced And Lazer
<a href='http://www.nsarmslab.com/details/gl1.04lmg.zip' target='_blank'>Download</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Omg, that is teh cool!! I'm so downloading these
<span style='color:red'>***Locked.***</span>