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Re: Aum82 ready
[Re: George]
#252658
02/19/09 13:40
02/19/09 13:40
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Joined: Aug 2004
Posts: 1,345 Kyiv, Ukraine
VeT
Serious User
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Serious User
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
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i just want to know if i can render partocles on the screennot to create an explotion in 3d, but just render like that shotgun with the help of flags2 = VISIBLE; // visible on screen from the start client_id = camera; // same camera parameters as the default view
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Re: Aum82 ready
[Re: VeT]
#252686
02/19/09 18:00
02/19/09 18:00
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Joined: Jul 2007
Posts: 424 EUROPE
maslone1
Senior Member
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Senior Member
Joined: Jul 2007
Posts: 424
EUROPE
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Yes, i saw this in the game "X3".....
What i know: its possbile!
One possible way:
you create a bitmap in the game and draw the starfield on to the map. and then you use the code i have added in the thread before. So the bitmap with the starfild rotates with the cam and move with the cam. (only the pan, roll, tilt of the bitmap must be sepperate set to the cam-angles). So you can handle every star on the bitmap and make some nice effects.....
there are some other possible ways.....
cheers marcel
A8c, Blender, FlStudio, Unity3d
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Re: Aum82 ready
[Re: George]
#253068
02/22/09 14:04
02/22/09 14:04
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Joined: Aug 2004
Posts: 1,345 Kyiv, Ukraine
VeT
Serious User
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Serious User
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
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if i emit particles from entity, that stands in front of camera, particles aren't move like i need: i want them to move independent of camera movement or rotation (for example, i make a rocket with particle-tail that may fly up(and particles - down in the stable path) independent of camera movement), thats why i asked about "client_id = camera;"
now i'd try to work with camera's velocity and to add it to particle's vel_x, but maybe there is more simple way? (for example, add position, not velocity)
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