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Tron-Style Walls..

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Tron-Style Walls..

Postby Downsider » Thu Sep 25, 2008 2:22 am

EDIT:
Thanks for your responses, but I found a method, thanks anyway.

I was wondering if the best method for this would be QC or an engine modification, as I don't want to leave a crapload of entities behind the player... Please respond, thanks.
Last edited by Downsider on Thu Sep 25, 2008 11:15 pm, edited 1 time in total.
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Postby ceriux » Thu Sep 25, 2008 5:48 am

what do you mean? like the black with glowing color? couldnt you just use a full bright color out of the pallet with black? possibly use an engine with bloom also....
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Postby Urre » Thu Sep 25, 2008 2:39 pm

Yeah I'm not following either. I also figured you meant the visual effect, which has very little to do with code, besides bloom.
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Postby Spirit » Thu Sep 25, 2008 2:52 pm

I am guessing he is talking about the game: http://www.armagetronad.net/screenshots ... shot_2.png
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Postby ceriux » Fri Sep 26, 2008 2:00 am

oh i figured something like in a 1st person view similar to that of tron 2.0 or ricochiet for hl1
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Postby Wazat » Fri Sep 26, 2008 4:28 am

Well, a trail of entities is one way to do it. This would shoot your entity count through the roof given enough time, but there are steps you can take to lower it. For one thing, when a straight line gets long enough you can delete the small entities that make up the line and replace them with a larger entity that looks like 5, 10, etc smaller ones put together (using a fraction of the entity count).

However, your best bet may be to simply do an engine mod to support directly drawing the lines. Then the QC just calls out to the engine using various plugins like the functions we have now to tell the engine "okay, the next line segment is here" etc.
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