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maehor
Joined: 11 Mar 2003
Posts: 32
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Posted: Tue Mar 02, 2004 5:49 am Post subject: QMB's flare-effects |
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I wonder why you didn't add them yet, fuh.
(QMB 1.16a)
Oh, and PLEASE bring back the old teleport-effect!!! |
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plasticity
Joined: 28 Mar 2003
Posts: 76
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ForeverIrise
Joined: 05 Apr 2003
Posts: 71
Location: Los Angeles
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Posted: Tue Mar 02, 2004 4:28 pm Post subject: |
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the teleport effect for telejano i think was pretty crazy, i saw it on the overclocked 3 video, all these particles going around in circles around the teleport looked insane.
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Telejano
Joined: 19 Sep 2002
Posts: 120
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Posted: Sun Mar 21, 2004 6:29 am Post subject: |
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ForeverIrise wrote: |
the teleport effect for telejano i think was pretty crazy, i saw it on the overclocked 3 video, all these particles going around in circles around the teleport looked insane. |
Hehehe... thats the default, with "r_autotele 2" the teleport texture will emit collapse coronas and will look like a core just before a total nuclear fusion.
For the teleport fx, you can make more classic with the extra_fx cvar to 0
The high the value, the more eyecandy (6 for insane people)
Tech Info:
Telejano use some particle emitter effects that generate particles for N seconds. This help for some refresing effects, has normal effects use only 1 frame, and die (only particle continue...). The code is easy to addapt to other engines, but very crappy. And not really realisic has most FX quake has where points, and not point-in-wall but points floating in air, ...to have scorchs and other interesting stuff you need more info, like direction, etc...
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ForeverIrise
Joined: 05 Apr 2003
Posts: 71
Location: Los Angeles
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Posted: Thu Mar 25, 2004 6:57 am Post subject: |
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hummm yesssssssssssssssss, it would be something cool to see built in fuhquake in a later build for those who want to use it.
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