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Lightning on a local model #55014
09/15/05 15:10
09/15/05 15:10
Joined: Jun 2005
Posts: 16
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RcSepp Offline OP
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RcSepp  Offline OP
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R

Joined: Jun 2005
Posts: 16
Hi everyone

I'm making a first-person-shooter game and in all first-person-shooters you need a weapon hanging around like a panel on the screen. The easyest way to show this weapon is to make a runtime created entity. The problem is: There are no lightning effects on such an entity. Tell me one modern shooter with no lightning-effects on the weapon.
So: Is there a way to add a bit of lightning or brightness effects to a runtime created entity through shader materials?

Please help. I can't sell a game without those effects.

greetings
RcSepp

Re: Lightning on a local model [Re: RcSepp] #55015
09/15/05 15:20
09/15/05 15:20
Joined: Dec 2003
Posts: 401
Germany, Bonn
VampireLord Offline
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VampireLord  Offline
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An easier solution to this is create a model via ent_create and have it attached to say the player hand...

This behaves like a normal model then

Greetings


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Re: Lightning on a local model [Re: VampireLord] #55016
09/15/05 15:31
09/15/05 15:31
Joined: Jun 2005
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RcSepp Offline OP
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RcSepp  Offline OP
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the local player weapon (seen by the player) is more detailed than the normal one (seen by other players in a multiplayergame)

attaching the local weapon to the hand means that the local weapon = the normal weapon

and: how can I protect the program from in the wall sticking local weapons than?

Re: Lightning on a local model [Re: RcSepp] #55017
09/15/05 15:55
09/15/05 15:55
Joined: Dec 2003
Posts: 401
Germany, Bonn
VampireLord Offline
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VampireLord  Offline
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question 1: use lod at extreme stages


"Feathers shall raise men even as they do birds, toward heaven; that is by letter written with their quills." - Leonardo da Vinci

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Re: Lightning on a local model [Re: VampireLord] #55018
09/15/05 18:35
09/15/05 18:35
Joined: Jun 2005
Posts: 54
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iWaNtToKnOw Offline
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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!
Re: Lightning on a local model [Re: RcSepp] #55019
09/15/05 19:09
09/15/05 19:09
Joined: Jan 2004
Posts: 295
OptimuS Offline
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OptimuS  Offline
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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 ?

Re: Lightning on a local model [Re: RcSepp] #55020
09/15/05 22:27
09/15/05 22:27
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Maybe the advanced ffp tutorial in the wiki helps.

Re: Lightning on a local model [Re: Pappenheimer] #55021
09/15/05 22:33
09/15/05 22:33
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline
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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.

Re: Lightning on a local model [Re: Josh_Arldt] #55022
09/16/05 12:42
09/16/05 12:42
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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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.

Re: Lightning on a local model [Re: OptimuS] #55023
09/16/05 16:16
09/16/05 16:16
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RcSepp Offline OP
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RcSepp  Offline OP
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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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