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trails behind shots fired?

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trails behind shots fired?

Postby ceriux » Thu Jun 25, 2009 7:27 pm

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 !

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Postby lukas2288 » Wed Jul 01, 2009 8:39 am

quark can make this to.But how to make trails just like UT2k3 shockrifle gun for example?
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Postby MauveBib » Wed Jul 01, 2009 3:09 pm

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.
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Postby ceriux » Wed Jul 01, 2009 5:25 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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Postby MauveBib » Wed Jul 01, 2009 10:21 pm

Download dpmod, that has a sample effectsinfo.txt you can examine.
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Postby ceriux » Wed Jul 01, 2009 10:26 pm

thanks will do :)
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Postby Team Xlink » Mon Nov 16, 2009 9:21 pm

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?
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Postby Spirit » Tue Nov 17, 2009 7:13 am

Yes of course.
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Postby r00k » Tue Nov 17, 2009 4:43 pm

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.
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Postby Team Xlink » Tue Nov 17, 2009 10:18 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.
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Postby Downsider » Tue Nov 17, 2009 10:26 pm

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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