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Re: Lightning on a local model
[Re: VampireLord]
#55018
09/15/05 18:35
09/15/05 18:35
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Joined: Jun 2005
Posts: 54
iWaNtToKnOw
Junior Member
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Junior Member
Joined: Jun 2005
Posts: 54
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try this in the multi-player shooter:
create the detailed "View" weapon with ent_createlocal and then the Player weapon with ent_create.
doing this, you create a weapon that only belongs to your computer and a weapon that all player see.
Tell Me, iWaNtToKnOw!
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Re: Lightning on a local model
[Re: Pappenheimer]
#55021
09/15/05 22:33
09/15/05 22:33
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Joined: Sep 2004
Posts: 1,214 Austin, Texas
Josh_Arldt
Senior Developer
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Senior Developer
Joined: Sep 2004
Posts: 1,214
Austin, Texas
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Quote:
Maybe the advanced ffp tutorial in the wiki helps.
I don't think so in this case.
Something he could maybe try doing is passing the players lighting to his weapon.
This thread seems like it belongs in either the scripting forum or the multiplayer forum and should be moved.
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Re: Lightning on a local model
[Re: Josh_Arldt]
#55022
09/16/05 12:42
09/16/05 12:42
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Quote:
Quote:
Maybe the advanced ffp tutorial in the wiki helps.
I don't think so in this case.
Something he could maybe try doing is passing the players lighting to his weapon.
This thread seems like it belongs in either the scripting forum or the multiplayer forum and should be moved.
What I refer to is the shadow of plants on the weapon in FarCry. I think, they are shifting a second texture with the help of a shader or an ffp to simulate the shadow.
The advanced ffp tutorial in the wiki shows exactly this: how to shift a second texture.
To get the information, wether there is shadow and from which plant it is, you might trace from the wepon to the sun. It is the only entity on the client that would do this operation, so it might not hurt.
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Re: Lightning on a local model
[Re: OptimuS]
#55023
09/16/05 16:16
09/16/05 16:16
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Joined: Jun 2005
Posts: 16
RcSepp
OP
Newbie
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OP
Newbie
Joined: Jun 2005
Posts: 16
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Quote:
In AUM there is a script that checks how bright is where your model is(the player) like for hiding in the shadows , use this with setting brightness of the weapon maby ?
THATS EXACTLY WHAT I WANTED TO HERE I just hadn't found the right syntax until now, but it works as you said.
For all, who have the same problem. Here is the code:
vec_set (temp, my.x); temp.z -= 1000; c_trace(my.x,temp,ignore_me + ignore_passable + scan_texture); local_weapon.red = tex_light; local_weapon.green = tex_light; local_weapon.blue = tex_light;
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