Author Topic: Beam fading  (Read 1628 times)

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Offline Fury

  • The Curmudgeon
  • 213
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?

 

Offline Aardwolf

  • 211
  • Posts: 16,384
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.

 

Offline 0rph3u5

  • 211
  • Oceans rise. Empires fall.
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....
"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

==================

"I am Curiosity, and I've always wondered what would become of you, here at the end of the world." - The Guide/The Curious Other, Othercide

"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

"...because they are not Dragons."

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Trails fade out... how does it work for them?
(Note: The hard cut-off on AB trails looks horrible though...)
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
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Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
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Offline Fury

  • The Curmudgeon
  • 213
Wanderer told me on irc that fading of beam tip cannot be turned off, yet at least.

  

Offline Aardwolf

  • 211
  • Posts: 16,384
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.