Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Fury on July 11, 2009, 01:37:11 pm

Title: Beam fading
Post by: Fury on July 11, 2009, 01:37:11 pm
When you specify max beam range via
Code: [Select]
$BeamInfo:
   +Range:
there is visible fading at tip of the beam. Is it possible to turn this fading off?
Title: Re: Beam fading
Post by: Aardwolf on July 15, 2009, 06:32:44 am
What do you mean, off? As in, a sharp cutoff, or as in extending indefinitely but not doing damage? Or...

Anyway, I don't know, but I'd nearly forgotten about this feature, so it's nice to hear about it again.
Title: Re: Beam fading
Post by: 0rph3u5 on July 15, 2009, 06:49:58 am
What do you mean, off? As in, a sharp cutoff, or as in extending indefinitely but not doing damage? Or...

they end somewhere before the maximum range by simply dimming away (losing alpha of the bitmap... until its complete gone) but still deals damage at the full range
like with some beams from TBP....
Title: Re: Beam fading
Post by: DaBrain on July 15, 2009, 09:05:17 am
Trails fade out... how does it work for them?
(Note: The hard cut-off on AB trails looks horrible though...)
Title: Re: Beam fading
Post by: Fury on July 15, 2009, 09:12:07 am
Wanderer told me on irc that fading of beam tip cannot be turned off, yet at least.
Title: Re: Beam fading
Post by: Aardwolf on July 15, 2009, 03:35:47 pm
When you specify max beam range via
Code: [Select]
$BeamInfo:
   +Range:
there is visible fading at tip of the beam. Is it possible to turn this fading off?

What do you mean, off? As in, a sharp cutoff, or as in extending indefinitely but not doing damage? Or...

they end somewhere before the maximum range by simply dimming away (losing alpha of the bitmap... until its complete gone) but still deals damage at the full range
like with some beams from TBP....

Note the bolded word. And it should have been quite obvious that I know what the feature does.