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Making A Good FPS Gun #393732
02/06/12 18:02
02/06/12 18:02
Joined: Sep 2003
Posts: 353
Mahonroy Offline OP
Senior Member
Mahonroy  Offline OP
Senior Member

Joined: Sep 2003
Posts: 353
Quick question regarding entity definition for a gun model (for a first person shooter weapon). What I had done in the past was create the "shotgun_onscreen", give it an albedo value, then I would do a "sun_angle.pan = my.pan;" in the player code. This way when you rotate, the shadows move around on your weapon thats on screen. This only works for indoor levels though, as the sun position is moving all over the place.
Is there a better way of doing this? What are some methods you guys do to make your FPS guns look good?
Any help is greatly appreciated, thanks!
-Matt


NATIO Released! Check it out at http://mahonroy.home.comcast.net/natio.htm -Matt AMD 1.2 Ghz Thunderbird 512 Meg Ram GeForce 2 Ultra 64 Meg DDR Using A5 Professional
Re: Making A Good FPS Gun [Re: Mahonroy] #393737
02/06/12 18:13
02/06/12 18:13
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
You can stay with view entities but give them a shader that changes the lighting via some input variables (f.i. vecSkill41 or some global vars that are set to player's pan and the like). Alternatively, you can use level entities but set their ZNEAR flag.


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Re: Making A Good FPS Gun [Re: Superku] #393878
02/07/12 22:41
02/07/12 22:41
Joined: Feb 2012
Posts: 371
Dico Online
Senior Member
Dico  Online
Senior Member

Joined: Feb 2012
Posts: 371
Nice idea!!


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