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[assist] sword trail ?
#339653
08/28/10 14:40
08/28/10 14:40
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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been a while since i used this to ask for help but... am at an impass... so:
would anyone happen to know of or can give an idea for creating a sword trail, i dont think particles is suited for that, so far it seems a trail model has to be used..
[EDIT: c-script version] and yes i've tried the C-Script one in Resources, cant get it to work, it seems to be converted ok, gives no more errors, juts doesnt word
Last edited by darkinferno; 08/28/10 14:57.
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Re: [assist] sword trail ?
[Re: darkinferno]
#339661
08/28/10 15:32
08/28/10 15:32
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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lol u guess... its not working out, so far i havent heard of anyone that got it to work for liteC challenge accepted. ---edit: guess it's too late? edit2: yep it's too late. It's hardly a challenge though, as 3run said.
Last edited by Quadraxas; 08/28/10 15:33.
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Re: [assist] sword trail ?
[Re: Quad]
#339662
08/28/10 15:33
08/28/10 15:33
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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lol, weeeeeee indeed ^ ^ hope u pull it off quadraxas, may get u a free demo for something  [EDIT] not too late man, go right ahead =]
Last edited by darkinferno; 08/28/10 15:33.
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Re: [assist] sword trail ?
[Re: 3run]
#339664
08/28/10 15:34
08/28/10 15:34
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
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Senior Expert
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Posts: 5,211
İstanbul, Turkey
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If 3run's version is not working i am still up for challenge ^^
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Re: [assist] sword trail ?
[Re: 3run]
#339692
08/28/10 17:44
08/28/10 17:44
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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// sword trail effect
//***********************************************************************************************************
ENTITY* trail1;
////////////////
function sw_Trail_ctrl()
{
VECTOR trailpos1;
VECTOR trailpos2;
VECTOR trailpos3;
VECTOR trailpos4;
VECTOR trailpos5;
VECTOR trailpos6;
VECTOR trailpos7;
VECTOR trailpos8;
VECTOR trailpos9;
VECTOR trailpos10;
trail1 = ent_create("trail1mdl.mdl",me.x,NULL);
set(trail1,PASSABLE);
var trail_length = 2; // adjust length of the trails
vec_set(trailpos10,nullvector);
vec_set(trailpos9,nullvector);
vec_set(trailpos8,nullvector);
vec_set(trailpos7,nullvector);
vec_set(trailpos6,nullvector);
vec_set(trailpos5,nullvector);
vec_set(trailpos4,nullvector);
vec_set(trailpos3,nullvector);
vec_set(trailpos2,nullvector);
vec_set(trailpos1,nullvector);
while(1)
{
vec_for_vertex(trailpos2,me,46); // vertex # for top of blade
vec_for_vertex(trailpos1,me,28); // vertex # for bottom of blade
//vec_set(trail1.x,my.x);
vec_lerp(trailpos10,trailpos10,trailpos8,time_step/trail_length);
vec_lerp(trailpos9,trailpos9,trailpos7,time_step/trail_length);
vec_lerp(trailpos8,trailpos8,trailpos6,time_step/trail_length);
vec_lerp(trailpos7,trailpos7,trailpos5,time_step/trail_length);
vec_lerp(trailpos6,trailpos6,trailpos4,time_step/trail_length);
vec_lerp(trailpos5,trailpos5,trailpos3,time_step/trail_length);
vec_lerp(trailpos4,trailpos4,trailpos2,time_step/trail_length);
vec_lerp(trailpos3,trailpos3,trailpos1,time_step/trail_length);
vec_to_mesh(trailpos1,trail1,19);
vec_to_mesh(trailpos2,trail1,20);
vec_to_mesh(trailpos3,trail1,17);
vec_to_mesh(trailpos4,trail1,18);
vec_to_mesh(trailpos5,trail1,16);
vec_to_mesh(trailpos6,trail1,15);
vec_to_mesh(trailpos7,trail1,13);
vec_to_mesh(trailpos8,trail1,14);
vec_to_mesh(trailpos9,trail1,12);
vec_to_mesh(trailpos10,trail1,11);
vec_to_mesh(trailpos1,trail1,2);
vec_to_mesh(trailpos2,trail1,1);
vec_to_mesh(trailpos3,trail1,4);
vec_to_mesh(trailpos4,trail1,3);
vec_to_mesh(trailpos5,trail1,5);
vec_to_mesh(trailpos6,trail1,6);
vec_to_mesh(trailpos7,trail1,8);
vec_to_mesh(trailpos8,trail1,7);
vec_to_mesh(trailpos9,trail1,9);
vec_to_mesh(trailpos10,trail1,10);
wait(1);
}
}
lol am no noob =P anyways, i made a function sw_Trail_ctrl and called it from my sword function, as said, i see tha trail.. BUT its at an offset, above the actual sword
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Re: [assist] sword trail ?
[Re: darkinferno]
#339695
08/28/10 18:10
08/28/10 18:10
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Joined: May 2009
Posts: 5,377 Caucasus
3run
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Senior Expert
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Posts: 5,377
Caucasus
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I'm just kidding bro Some how I got it to work (some times I even amaze myself  ). If you are using an other sword model, you need to change this two numbers according to your sword model:
vec_for_vertex(trailpos2,me,39); // vertex at the top of the sword
vec_for_vertex(trailpos1,me,9); // vertex at the bottom of the sword
Results... BEFORE: AFTER: I hope, this is what you were looking for 
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Re: [assist] sword trail ?
[Re: darkinferno]
#339703
08/28/10 19:05
08/28/10 19:05
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Joined: May 2009
Posts: 5,377 Caucasus
3run
Senior Expert
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Senior Expert
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Posts: 5,377
Caucasus
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I guess I got what error you are having... I tried to fix it, but I fail...  As your knowledge is better than mine, may be you should try set trail position to swords position, in while loop? Cause it looks as trail is not set to swords position.
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Re: [assist] sword trail ?
[Re: darkinferno]
#339749
08/28/10 22:55
08/28/10 22:55
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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i can look in to it if 3run can post the errornous one. Also initial code can be written in a more convenient way using loops and a vector array instead of alot vectorsç
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Re: [assist] sword trail ?
[Re: Quad]
#339753
08/28/10 23:37
08/28/10 23:37
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Posts: 3,232
Australia
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Try putting this line in the function. (before the loop starts)
proc_mode = PROC_LATE;
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: [assist] sword trail ?
[Re: darkinferno]
#339768
08/29/10 08:07
08/29/10 08:07
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Joined: Aug 2008
Posts: 482
bart_the_13th
Senior Member
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Senior Member
Joined: Aug 2008
Posts: 482
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How about this one? It's actually a small modification to the script, but I promise it'll look better LoL http://www.mediafire.com/?jbjgsmain8gduv2The one above has problem when moving This one is fixed: http://www.mediafire.com/?jknlkbamgvs12zo[ANOTHER EDIT] About the problem in your code, you must substract everything after vec_for_vertex by my.x
vec_for_vertex(trailpos2,me,46); // vertex # for top of blade
vec_sub(trailpos2,my.x);
vec_for_vertex(trailpos1,me,28); // vertex # for bottom of blade
vec_sub(trailpos1,my.x);
Last edited by bart_the_13th; 08/29/10 08:25.
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Re: [assist] sword trail ?
[Re: bart_the_13th]
#339819
08/29/10 13:10
08/29/10 13:10
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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i like tha first code because the trail looks smoother, however when i add vec_sub, it shows correctly on the players created postition but doesnt move around with the player, did u get that ?
[EDIT] added: vec_set(trail1.x,my.x);
code seems to work now, so i guess anyone that wants to use this now has a thread that may help, i'll also add u guys to tha beta test list, if ur willing, should be in about a month
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Re: [assist] sword trail ?
[Re: 3run]
#339875
08/29/10 15:59
08/29/10 15:59
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Joined: Sep 2009
Posts: 496
Progger
Senior Member
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Senior Member
Joined: Sep 2009
Posts: 496
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I would like to test it too darkinferno  but i didnt help u so its ur decision WFG Progger
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Re: [assist] sword trail ?
[Re: lostclimate]
#339950
08/30/10 06:28
08/30/10 06:28
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Joined: Aug 2008
Posts: 482
bart_the_13th
Senior Member
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Senior Member
Joined: Aug 2008
Posts: 482
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The aum version work by having a trail model with a lot of quad polygon interconnected, then set their vertices using interpolation results between the first quad and the last quad(or atleast that what I think  ) Mine work like how particles work. I create a quad-polygon entity with the 1st & 2nd vertices set to the current sword's vertices, and the 3rd & 4th using the last sword's vertices. I create it every two frame (though it can be set into every frame but will create more trail). The trail fades away using alpha and removed when it's alpha reach 0. BTW, I think I'll sign up to be beta tester 
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