Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
2 registered members (TipmyPip, 1 invisible), 18,731 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 4 of 4 1 2 3 4
Re: [assist] sword trail ? [Re: Quad] #339753
08/28/10 23:37
08/28/10 23:37
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
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
Re: [assist] sword trail ? [Re: EvilSOB] #339757
08/29/10 01:00
08/29/10 01:00
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
didnt help EvilSOB, no effect at all

Re: [assist] sword trail ? [Re: darkinferno] #339768
08/29/10 08:07
08/29/10 08:07
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
Senior Member
bart_the_13th  Offline
Senior Member
B

Joined: Aug 2008
Posts: 482
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/?jbjgsmain8gduv2
The 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
Code:
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.
Re: [assist] sword trail ? [Re: bart_the_13th] #339819
08/29/10 13:10
08/29/10 13:10
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
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

Re: [assist] sword trail ? [Re: darkinferno] #339823
08/29/10 13:28
08/29/10 13:28
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
Senior Member
bart_the_13th  Offline
Senior Member
B

Joined: Aug 2008
Posts: 482
True, until I set the trail_length to 5 grin
I think I make mistake, like you said, it should be vec_sub-ed by trail.x tongue
Anyway, glad that you got it work(and I have my own sword trail :D)

Re: [assist] sword trail ? [Re: bart_the_13th] #339874
08/29/10 15:53
08/29/10 15:53
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
Will be happy to participate in testing laugh


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: [assist] sword trail ? [Re: 3run] #339875
08/29/10 15:59
08/29/10 15:59
Joined: Sep 2009
Posts: 496
P
Progger Offline
Senior Member
Progger  Offline
Senior Member
P

Joined: Sep 2009
Posts: 496
I would like to test it too darkinferno laugh but i didnt help u so its ur decision
WFG Progger


asking is the best Way to get help laugh laugh laugh
Re: [assist] sword trail ? [Re: Progger] #339924
08/29/10 19:58
08/29/10 19:58
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Does quad is eligible too? ^^


3333333333
Re: [assist] sword trail ? [Re: Quad] #339928
08/29/10 20:07
08/29/10 20:07
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
Im not sure how the aum one does it, looks pretty close, but i'd just have a quad, constantly have 2 vertices placed at opposing ends of the blade, and have the other two slower interpolating towards the other two respective verts. this way the speed of the sword decides the degree of trail.

Re: [assist] sword trail ? [Re: lostclimate] #339950
08/30/10 06:28
08/30/10 06:28
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
Senior Member
bart_the_13th  Offline
Senior Member
B

Joined: Aug 2008
Posts: 482
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 grin )

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 grin

Page 4 of 4 1 2 3 4

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1