trails behind shots fired?
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trails behind shots fired?
hey, i was wondering how would i go about making a trail behind the bullets that are fired? sorta how the sniper rifle off of halo?
you dont need to do it for me, just um can you guys gimme an idea on where to start and maybe what to start with?
thanks.
for those who want to know how to do this, you do it in QME under model properties and flags, BIG thnx to xavior !

you dont need to do it for me, just um can you guys gimme an idea on where to start and maybe what to start with?
thanks.
for those who want to know how to do this, you do it in QME under model properties and flags, BIG thnx to xavior !

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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
quark can make this to.But how to make trails just like UT2k3 shockrifle gun for example?
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weed vaporizer
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weed vaporizer
Last edited by lukas2288 on Thu Feb 03, 2011 6:18 am, edited 1 time in total.
- lukas2288
- Posts: 42
- Joined: Sun Jun 14, 2009 4:40 pm
MauveBib wrote:You can set the properties of an mdl in qme to use one of quake's original trails (rocket, grenade, blood, scrag shot, hellknight shot etc), and in DarkPlaces you can use an effectsinfo.txt to design your own trail types.
how would you do that? is there an example some where?
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
So to create your own trails you need to use Dark Places?
I suppose you could create them directly in the engine if you needed or wanted to, right?
I suppose you could create them directly in the engine if you needed or wanted to, right?
- Team Xlink
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- Location: Michigan
Yes of course.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
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- Joined: Sat Nov 20, 2004 9:00 pm
r00k wrote:If you want to tinker engine side you could add an EF_BULLET_TRAIL thus allowing for QuakeC handling. But I think you're best off working with the DP way.
I think I will try it Engine side.
The trails QME offers aren't what I need I just need one long gray smoke one that is from where you shot to the place the bullet hit.
Like the one it already has except a lot longer.
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
If I were you, I would add a builtin to create the trail with a start point and end point. I would just parse the builtin engineside and create particles along the line between the start and end point. Blend the particles, textured, with additive alpha, and it looks very similar to what Halo has.
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Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
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