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Old 06-24-2009, 11:31 PM
Gniarf Gniarf is offline
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Join Date: Mar 2009
Posts: 177
Default Help!

I'be got a problem with effects attached to the weapons. To understand what I'm talking about:
1-Take a (machine)gun and fire. -> Oh a muzzleflash !
2-get next to a wall/ennemy and fire -> Oh no more muzzleflash !
3-Step back a little -> still no flash.
4-Step back a little more -> Oh, my muzzleflash is back!
(and if you're smart/lucky you can even see the it halway into the wall)

I suggested one solution, pulling back the weapon when you're close to a wall, so that the effect never get into the wall....but apparently people don't like that.

How come that we never see weapons going through walls? That's because they are "GunPassed" - always visible if you want. So I thought about gunpassing effects aswell...turns out that they simply disappear. (did I code it wrong?).

WTF?? But in painkiller (overdose) weapons are gunpassed AND muzzleflashs are rendered correctly! That's because in PKOD muzzleflashs are "sprites" whereas they are particles in necrovision.
Then why not using sprites? Because it would mean converting all weapon effects into tga or dds. I don't know how to do that, but just for muzzleflashs we could actually take any flame, doesn't matter if they're like the originals or not. But I don't know if we can do the same for other fx, such as the flame on the flame hand (and maybe the blue thing on the ice hand). Not to mention that tga/dds are NOT animated (and muzzleflashs in PKOD are not animated).

I also thought about reducing the size of weapons(+moving them closer to the camera to preserve the aspect), but it's not really a solution, it just gives you more time before the effects disappear into the wall.
One viable solution would be to microsize weapons and increase the player collision box so that weapon+fx are kept within.Perhaps we could run into trouble if the player grows too fat and cannot go through certain doors...perhaps, but the main problem is that I don't know how to increase that box size.

Help!
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