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Zess
Joined: Wed Jul 30, 2008 8:18 am Posts: 26
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Help with HL2 grenade.
Alright, I found a grenade that closely resembles the Half-Life 2 grenade, but it's missing one thing: The distinctive red trail found on the grenade. How would I re-create this in CC?
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Thu Jul 31, 2008 4:48 am |
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CantTouchTheGround
Joined: Mon Jul 09, 2007 3:46 pm Posts: 124 Location: Just dont look in your closet.
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Re: Help with HL2 grenade.
Adding an emitter to it maybe, And have the emitter emit a small red glow very quickly? Hows that for fast answers.
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Thu Jul 31, 2008 4:49 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Help with HL2 grenade.
Give the grenade an emitter, and make it emit pinned short lifetime particle.
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Thu Jul 31, 2008 4:52 am |
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Zess
Joined: Wed Jul 30, 2008 8:18 am Posts: 26
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Re: Help with HL2 grenade.
Alright, I'll see what I can do.
Okay, it seems that the pixels aren't always going to stay together. Even at semi-low speeds, the grenades trails have pixels inbetween them, and the trails show while being held. Also, any way to make the trail have no gravity?
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Thu Jul 31, 2008 4:56 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Help with HL2 grenade.
For no gravity: Code: [tab]PinStrength = 100 For less pixel spacing, raise "ParticlesPerMinute" in the emitter code.
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Thu Jul 31, 2008 6:50 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Help with HL2 grenade.
Actually, it would be pretty much impossible to make it a coherent trail like the one you see in HL2. CC just can't do it with the current coding options we have right now. I don't know how to explain it, but you'd probably be better off not trying to do it. A cheap compromise would be to make it emit small glows at a very high rate, thus somewhat making them flow together, but this won't work well if the grenade is tossed at high speeds.
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Thu Jul 31, 2008 1:01 pm |
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YoshiX
Joined: Sun Mar 18, 2007 12:39 am Posts: 267
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Re: Help with HL2 grenade.
TO make it the best hl2 greneade you'd also need that blipping sound it makes :p
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Thu Jul 31, 2008 2:59 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Help with HL2 grenade.
It might still have the same particle buildup as purple's psyblade, but maybe it won't if you made a "launcher" similar to numgun's "grenade pack" in his solid snake mod. EDIT: Sorry, I didn't read the other comments all the way through. It seems like you guys already knew what to do. Here's what the trail ends up looking like: Shook's right. Unless you make the particlesperminute extremely high, CC can't render a coherent trail.
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Sat Aug 02, 2008 3:58 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Help with HL2 grenade.
Something I've always wanted to try, but I don't know if anyone ever has, is this:
For most objects you have them set to auto-generate their constituent particles. But, what if you manually plotted them out like with hands and feet? Could you then manually define the pixels to have a trail, like with projectiles? With something small like a grenade, this might be easy to do. I just don't know if you can add trails that way.
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Sun Aug 03, 2008 3:21 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Help with HL2 grenade.
Darlos9D wrote: Something I've always wanted to try, but I don't know if anyone ever has, is this:
For most objects you have them set to auto-generate their constituent particles. But, what if you manually plotted them out like with hands and feet? Could you then manually define the pixels to have a trail, like with projectiles? With something small like a grenade, this might be easy to do. I just don't know if you can add trails that way. Tried it. Unfortunately, it doesn't work. Trails only work on MOPixels.
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Sun Aug 03, 2008 6:08 pm |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Help with HL2 grenade.
Azukki wrote: Darlos9D wrote: Something I've always wanted to try, but I don't know if anyone ever has, is this:
For most objects you have them set to auto-generate their constituent particles. But, what if you manually plotted them out like with hands and feet? Could you then manually define the pixels to have a trail, like with projectiles? With something small like a grenade, this might be easy to do. I just don't know if you can add trails that way. Tried it. Unfortunately, it doesn't work. Trails only work on MOPixels. He's talking about the individual atoms in the atomgroup. It'd probably work, but you'd have to have a really long trail, or else you wouldn't notice it. Also, trails for atoms/mopixels aren't as good, because they're solid colors, and don't really blend very well.
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Sun Aug 03, 2008 6:50 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Help with HL2 grenade.
Lord Tim wrote: He's talking about the individual atoms in the atomgroup. Yeah, I know. Like I said, I tried it and it didn't work. Trails only work on MOPixels.
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Sun Aug 03, 2008 10:52 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Help with HL2 grenade.
Maybe you should look at the Crobo beta pack 2, the grenades fired by tat grenade launcher are as close as it gets.
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Tue Aug 05, 2008 9:10 am |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: Help with HL2 grenade.
Exalion wrote: Maybe you should look at the Crobo beta pack 2, the grenades fired by tat grenade launcher are as close as it gets. Objection. Grif made a grenade launcher pack a while back that included a semi-coherent trail that matched the grenade's path more or less perfectly.
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Tue Aug 05, 2008 4:21 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: Help with HL2 grenade.
What about the laser cannon in the AAL pack? It stays together rather nicely.
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Wed Aug 06, 2008 2:56 am |
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