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Re: sword
[Re: RJDL]
#47642
06/19/05 16:31
06/19/05 16:31
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Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
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OP
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
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Maybe you can. This code was posted by Matt_Aufderheide in this post right here. Code:
material burneffect { effect=" technique burn { pass p0 { AlphaBlendEnable = true; srcblend = destcolor; destblend = invsrcalpha; } }"; }
I don't know if you know about materials, but this is a material and what you need to do is make an action like this. Code:
action material_test { my.material = burneffect; }
Assign that to a model and compile and go. It will probably look alot different from mine, my guess is that my action for my weapon trails looks like this: Code:
function weapon_trail() { my.material = burneffect; my.passable = on; my.transparent = on; my.alpha = 50; my.ambient = 100; my.bright = on; my.flare = on; my.skin = weapon.skin; vec_set(my.x,weapon.x); my.pan = weapon.pan; my.tilt = weapon.tilt; my.roll = weapon.roll; wait(4); ent_remove(me); return; }
Notice the parts in red. My guess is that it affects the shader, probably not. How the shader appears probably depends on the actual skin of the model. I think this because of the reason stated in my last post at the bottom of the link that I provided for shader's post. BTW: Here's the new spear!  Not so much of me being nice; I just really don't care if you guys use them! A couple of days ago I didn't think that I could skin them, but when I actually tried, I found out that it was pretty easy - even though I'm just using MED. There is also a lack of Fantasy/RPG content that is worth anything. Most people absolutely go nuts over FPS. Sure, lots of voilence in my game, but there are ways around voilence in my game; you can just scare away enemies, and what makes you think that a giant beast wants you anyway? Yea sharks like to bite things, they do it to test if something is food, but they don't like to EAT people because we are boney, they prefer the blubber of seals. Similarly, goblins might want to hide from you because you have that big spear.  Edit: Sorry about the edit, I need advice from anyone who actually views this thread. Shall I A). Make the different player attacks depend on like a charge bar, hold down the attack button and the charge moves up and when it is released, the attack depends on how charged you are. OR B). Make him attack with different animations randomly? Can't make up my mind.
Last edited by slizzer; 06/19/05 18:46.
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Re: sword
[Re: draculaFactory]
#47643
06/20/05 05:53
06/20/05 05:53
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Joined: Mar 2005
Posts: 527 Netherlands
RJDL
Developer
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Developer
Joined: Mar 2005
Posts: 527
Netherlands
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Hi, thanks for your huge answer, I don't know much about material, could you post an image with and without materials, so i get an idea what it's about? thanks o, and about your question: i would go for anser B, it's no fun not being possible to attack well, because you have to charge  good luck and thanx RJD
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Re: sword
[Re: RJDL]
#47644
06/20/05 07:45
06/20/05 07:45
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Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
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Posts: 647
Williamsburg, VA USA
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Materials are easy, the weapon trails in the pic on the very first post use materials, the one of the mace uses the shader. Materials are easy just make some code like this:
material my_test_material { emissive_red = 255; diffuse_red = 100; //whatever }
Check the manual on this, it covers it well. Look at the sample materials listed under the example. To assign a material to an object, just add this to the object's ACTION: my.material = your_material_name_here;
B). Was pretty much what I was leaning towards, but with charging you would be able to attack WITHOUT charging, but if you charge you can use a stronger attack. Like ZELDA. Actually what I had was a damage bonus based on the charge, and if you charge up all the way there was a chance that you would leave your weapon stuck in the enemy until it dies.
Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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Re: sword
[Re: RJDL]
#47645
06/20/05 07:46
06/20/05 07:46
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Joined: Sep 2001
Posts: 375 Hamburg, Germany / Springfield...
Andreas C
Senior Member
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Senior Member
Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
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Slizzer, I actually like the idea a.), varying the attack based on the amount of ... hmmm "determination", "force", "charge" (whatever one calls it). It does make it more difficult, but then combat is difficult - and hitting something with more force is more difficult then jabbing it.
Cheers, Andreas
____________________________________________________ GameCore / Unity / UDK Lightwave 9.6 / Blender / Fragmotion / ZBrush 3.5 TextureMaker / PSP-X
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Re: sword
[Re: RJDL]
#47649
06/21/05 18:52
06/21/05 18:52
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Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
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OP
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
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Yes, what I was planning was a charge bar and if the player's charge is less than like 10, then normal attack. If more than 10, lunge; if more than 30, cleave; if more than 50, then throw (distance depending on how much above 50 and how much below 80); if above 80 then spin, and if 100 then devestating blow that shatters your weapon. BTW: Sword now has an obsidian skin similar to the spear's obsidian skin. New! Flintlock, WIP! Need feedback; not skinned, no trigger or flash pan yet. Coming soon, blunderbuss. 
Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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