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Adding Glows http://45.55.195.193/viewtopic.php?f=1&t=10697 |
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Author: | Kowie654 [ Thu Mar 20, 2008 1:52 pm ] |
Post subject: | Adding Glows |
How do you add glows to a certain parts of a weapon |
Author: | 3 solid [ Thu Mar 20, 2008 3:54 pm ] |
Post subject: | Re: Adding Glows |
To add yellow glows- Use the same yellow they use in gold. For blue- Use the cyan in the color tray (if you're using paint). |
Author: | Kowie654 [ Fri Mar 21, 2008 4:59 am ] |
Post subject: | Re: Adding Glows |
so there is no coding involved in adding glows Oh wait what about green |
Author: | Grif [ Fri Mar 21, 2008 5:48 am ] |
Post subject: | Re: Adding Glows |
You can't add Screen Effect glows to an HDFirearm. What you could do is attach an emitter which emits glow particles with a low lifetime. |
Author: | Kowie654 [ Fri Mar 21, 2008 6:49 am ] |
Post subject: | Re: Adding Glows |
Ooooooooh can someone mabey post an example of how this would look in a code |
Author: | Winterous [ Fri Mar 21, 2008 11:51 am ] |
Post subject: | Re: Adding Glows |
Wait, so do those two colours glow by default? That seems a bit silly... |
Author: | Azukki [ Fri Mar 21, 2008 2:36 pm ] | ||
Post subject: | Re: Adding Glows | ||
Winterous wrote: Wait, so do those two colours glow by default? That seems a bit silly... There's three colors that do that. Golden, Light yellow, and Light Blue. It's how muzzle flashes, jet flames, and tracer rounds glow without needing some more advanced outlining outer glow effect thing.
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Author: | Winterous [ Fri Mar 21, 2008 3:01 pm ] |
Post subject: | Re: Adding Glows |
oh, cool. |
Author: | Kowie654 [ Fri Mar 21, 2008 4:05 pm ] |
Post subject: | Re: Adding Glows |
Okay but can you add a green glow by using aemitters if so how |
Author: | Grif [ Fri Mar 21, 2008 7:44 pm ] |
Post subject: | Re: Adding Glows |
Yes. First, you need a green glow. Then, you need to add that glow as a screeneffect to an MOSParticle. Make the lifetime of said particle about 10. Underneath Mass, add this: "PinStrength = 10000", tabbed to the same as the other lines. Now, make an AEmitter. Make the emission the glowing MOSParticle, with a rate of about 1000. Go down to your HDFirearm. AddAttachable = AEmitter CopyOf = Glow Emitter AddAttachable is tabbed to the default gun levels, CopyOf one beyond that. Voila. Gun will glow. |
Author: | Kowie654 [ Fri Mar 21, 2008 7:53 pm ] |
Post subject: | Re: Adding Glows |
Can you set which colors on the gun glows for example to set the light greens only to glow |
Author: | bbbzzz234 [ Fri Mar 21, 2008 9:31 pm ] |
Post subject: | Re: Adding Glows |
You don't understand, only three colors in the pallete glow. If you want to make a "glow" other than that, you need to make it emit particles that LOOK like they are glowing. |
Author: | Azukki [ Fri Mar 21, 2008 9:35 pm ] |
Post subject: | Re: Adding Glows |
Grif wrote: Yes. First, you need a green glow. Then, you need to add that glow as a screeneffect to an MOSParticle. Make the lifetime of said particle about 10. Underneath Mass, add this: "PinStrength = 10000", tabbed to the same as the other lines. Now, make an AEmitter. Make the emission the glowing MOSParticle, with a rate of about 1000. Go down to your HDFirearm. AddAttachable = AEmitter CopyOf = Glow Emitter AddAttachable is tabbed to the default gun levels, CopyOf one beyond that. Voila. Gun will glow. Wouldn't MOPixels with screen effects be simpler and a bit easier on the engine, not needing sprites and all? Or maybe even putting the screen effect on a flash of the emitter, so it's just got one constant glow to worry about, instead of constantly deleting and creating more pixel/particles? |
Author: | 3 solid [ Fri Mar 21, 2008 10:37 pm ] |
Post subject: | Re: Adding Glows |
Is everyone forgetting that emitters hate weapons? E.G: Leave one in the inventory for too long and you get uberlag? |
Author: | Metal Chao [ Fri Mar 21, 2008 11:19 pm ] |
Post subject: | Re: Adding Glows |
Azukki wrote: Grif wrote: Yes. First, you need a green glow. Then, you need to add that glow as a screeneffect to an MOSParticle. Make the lifetime of said particle about 10. Underneath Mass, add this: "PinStrength = 10000", tabbed to the same as the other lines. Now, make an AEmitter. Make the emission the glowing MOSParticle, with a rate of about 1000. Go down to your HDFirearm. AddAttachable = AEmitter CopyOf = Glow Emitter AddAttachable is tabbed to the default gun levels, CopyOf one beyond that. Voila. Gun will glow. Wouldn't MOPixels with screen effects be simpler and a bit easier on the engine, not needing sprites and all? Or maybe even putting the screen effect on a flash of the emitter, so it's just got one constant glow to worry about, instead of constantly deleting and creating more pixel/particles? I don't think that mopixels can be attachables. |
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