Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: TrashMan on August 21, 2003, 08:11:56 am
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There is a small discussion here at DOTA, so we decided to leave the decision to you. It's about fighter engines - should they have:
1. Just glows (glow becomes bigger with more thrust)
2. Just thrusters (the standard FS2 thruster model)
3. Thrusters+glows (let's use both)
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as all the normal FS2 fighters have both, i usually give them both, excepted special cases.
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follow your heart. Go with Tradition.
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Originally posted by Knight Templar
follow your heart. Go with Tradition.
:nod:
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Particle systems :p
Seriouslym though, if they are both there, use 'em ;)
Flipside.
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Originally posted by Flipside
Particle systems
:yes: :yes: ;7 :nod:
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LOL Yep, I refuse to let go of that one ;)
Flipside
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Originally posted by Flipside
Particle systems :p
You know, you're right. We should use Particle Systems' thruster method for Freespace. All we have to do is define two lens-flares at the source of the thruster, one set to trail (IE make a thruster cone) and one set to glare (IE put the actual glare into the thing and cast the shadows) and hang them off the Z+ action channel. Of course that requires self shadowing of models and event handling for models on a per model bases in the engine.
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I voted to have both. But I changed my mind: Only glow :D
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Originally posted by mikhael
You know, you're right. We should use Particle Systems' thruster method for Freespace. All we have to do is define two lens-flares at the source of the thruster, one set to trail (IE make a thruster cone) and one set to glare (IE put the actual glare into the thing and cast the shadows) and hang them off the Z+ action channel. Of course that requires self shadowing of models and event handling for models on a per model bases in the engine.
Get a coder, tie him to a chair, and make him try it
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Originally posted by Raa Tor'h
Get a coder, tie him to a chair, and make him try it
:lol: That is a quedue quote. :yes: