Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Wanderer on March 18, 2006, 04:14:14 am

Title: Particle spew related requests
Post by: Wanderer on March 18, 2006, 04:14:14 am
I have wondering if it is possible to get either primary weapon effects (laser & their glows) or some sort of weapon models to be used instead of particle spew for flak weapon effects. Same goes for secondary weapons.. that is if it is possible to enable primary weapon type (again i mean laser glows) effects for those too.

Of course good alternative (or perhaps much better option altogether) would be a new option for the particle spew so that it could be locked to show only 1 frame regardless of the settings. So that the single shown frame could be animated over time instead of position, just like laser type weapon effects.

Both of these request are due to pspew effects utter motionless that causes some larger effects to be very static and also due possible problems that can be encountered with small pspew effects (clearly visible gaps between particle blobs).

Would either of those options (laser / improved pspew) be feasible from coding point of view?
Title: Re: Particle spew related requests
Post by: Nuke on March 18, 2006, 06:54:25 am
sence were on the subject what about particle scripts as well, so we can geometrically define a spawn pattern or render multiple points within a mathmatically defined area.
Title: Re: Particle spew related requests
Post by: Wanderer on March 25, 2006, 12:03:07 pm
Time to :bump:
Title: Re: Particle spew related requests
Post by: DaBrain on March 25, 2006, 01:03:00 pm
There is more that should be changed about the particle system. Particles are great. A particle thruster won't show seams as bad as a static image does.

I'll pick up this example:

Thruster particles grow smaller to the end (either by code->smaller particles, or they'll just have to be smaller on the map). The problem is the particles spawn with 0 speed and at a fixed rate. So it works for the start very well. The particles overlap and look like one part, but they grow smaller to the end and gaps appear. The particles should just follow the ship with the same speed and get slower with the time.

That's it. We can add nice 3d thrusters as soon as this is possible.