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Re: Sword Trail effect
[Re: alibaba]
#377685
07/15/11 15:26
07/15/11 15:26
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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maybe they have a good lawyer The way I see it, they've never completed a seriously large game and thus aren't worth Nintendo's attention. If this game stays short and simple, it can probably pass under Nintendo's nose without being noticed. By the way, I agree with Bart in that the hills look rather blocky. They were obviously created with WED, and although I don't know how else you would do it, you should probably try creating the levels another way.
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Re: Sword Trail effect
[Re: Redeemer]
#377744
07/15/11 22:09
07/15/11 22:09
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
OP
Serious User
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OP
Serious User
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
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Thank you for your kind remarks!! My partner and I are not looking for help at the moment. Perhaps at a later date, if we need help, ill get back to you Redeemer. Sorry :)We are using A7, as we prefer it more than A8 (although, we haven't really given A8 a chance yet :P) On another note; Hopefully Nintendo doesnt hear about this Since it will be big enough. But we are not going to be selling it so I dont really see the need for a big law suite.. In which case - we have no lawyer ^_^
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Re: Sword Trail effect
[Re: DLively]
#377751
07/15/11 23:53
07/15/11 23:53
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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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I converted the lite-c code to c-script; and I've found a bug.. it creates it at the worlds center pos.. any ideas? It looks like you added the whole script to the action, I see that there's another sword to the screen. Actually, you only need to add this to the beginning(variable declaration) of your sword action or sword holding entity
VECTOR trailpos1;
VECTOR trailpos2;
VECTOR trailpos3;
VECTOR trailpos4;
ENTITY* trail1;
var speed = 0;
and add this in the same action, before the wait(1):
if(speed%2==0)
{
trail1 = ent_create("trail1mdl.mdl",my.x,trail);
vec_for_vertex(trailpos2,me,74); //change 74 to vertex no of the sword tip
vec_for_vertex(trailpos1,me,75); //change 75 to vertex no of the sword base
vec_to_mesh(trailpos1,trail1,1);
vec_to_mesh(trailpos2,trail1,2);
vec_to_mesh(trailpos3,trail1,3);
vec_to_mesh(trailpos4,trail1,4);
vec_set(trailpos3,trailpos1);
vec_set(trailpos4,trailpos2);
}
oh, and convert the above code to C-script first
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