• Model Effect
    11 replies, posted
Hi. I want to add the 3D model lightning bolt effect to the Q1 Lightning gun, but i dont know how would i make it move (since it has no anims) or make its reach beign dynamic. It is 3 model (bolt.mdl;bolt2.mdl;bolt3.mdl) files that works like a trail, but moves randomly and has a dynamic reach (like a trail, but with a model). Heres what im trying to do: [IMG]http://www.arrakis-ttm.com/quake/lightng.gif[/IMG] And this is some C code i have found on Quake's Sourcecode (maybe porting it to LUA may solve my issue): [CODE] // Lightning bolt effect TraceResult trace; Vector vecOrg = pev->origin + Vector(0,0,16); UTIL_MakeVectors( pev->v_angle + pev->punchangle ); // adjust lightning origin Vector tmpSrc = EyePosition() + gpGlobals->v_forward * 20 + gpGlobals->v_up * -8; UTIL_TraceLine( vecOrg, vecOrg + (gpGlobals->v_forward * 600), ignore_monsters, ENT(pev), &trace ); if (trace.fAllSolid == FALSE) { MESSAGE_BEGIN( MSG_BROADCAST, gmsgTempEntity ); WRITE_BYTE( TE_LIGHTNING2 ); WRITE_ENTITY( entindex() ); WRITE_COORD( tmpSrc.x ); WRITE_COORD( tmpSrc.y ); WRITE_COORD( tmpSrc.z ); WRITE_COORD( trace.vecEndPos.x ); WRITE_COORD( trace.vecEndPos.y ); WRITE_COORD( trace.vecEndPos.z ); MESSAGE_END(); } Vector vecDir = gpGlobals->v_forward + ( 0.001 * gpGlobals->v_right ) + ( 0.001 * gpGlobals->v_up );[/CODE] Any help is appreciated.
That C code is nothing to do with the effect, all it does is send the start and end coordinates of the beam to client, and the effect index. [editline]15th March 2014[/editline] You should post screenshots of those 3 models.
[QUOTE=Robotboy655;44237675]That C code is nothing to do with the effect, all it does is send the start and end coordinates of the beam to client, and the effect index. [editline]15th March 2014[/editline] You should post screenshots of those 3 models.[/QUOTE] Oh, sure, here they are (i still didnt port them): [url]http://prntscr.com/30u188[/url] (bolt.mdl) [url]http://prntscr.com/30u1eg[/url] (bolt2.mdl) [url]http://prntscr.com/30u1m5[/url] (bolt3.mdl)
What Quake does I believe is simply render the same model over and over again from the start point to the end point.
Honestly I think you should try to recreate the effect as a trail in gmod without the use of custom models.
[QUOTE=Robotboy655;44237978]What Quake does I believe is simply render the same model over and over again from the start point to the end point.[/QUOTE] How would i do that? I mean, i know how to add a model to a effect, but i dont know how i would make it draw the bolts again and again till it reaches the wall (or NPC). [QUOTE=BFG9000;44237987]Honestly I think you should try to recreate the effect as a trail in gmod without the use of custom models.[/QUOTE] It is a trail already (Check Quake SWEPs), but i love the model thingy because its looks more like its old counterpart.
How "long" are the models then? Say, relative to a watermelon.
[QUOTE=BFG9000;44238239]How "long" are the models then? Say, relative to a watermelon.[/QUOTE] I dont know exactly, but its probably sized like a crossbow bolt.
[QUOTE=Matsilagi;44238265]I dont know exactly, but its probably sized like a crossbow bolt.[/QUOTE] Perfect, that's a small and manageable size and having it clip through walls ever so slightly would be a non-issue. Also, do you have a way to compensate the bolt lag like in QuakeWorld? In standalone Quake multiplayer it pissed me off big time.
[QUOTE=BFG9000;44239175]Perfect, that's a small and manageable size and having it clip through walls ever so slightly would be a non-issue. Also, do you have a way to compensate the bolt lag like in QuakeWorld? In standalone Quake multiplayer it pissed me off big time.[/QUOTE] Unfortunately, no. Since we use this more in Singleplayer. But if i have an base code, i may optimize it later.
Pretty sure ToolTracer is a lightning style effect which you could use. Make an "effect" file which zigzags that all the way to the target?
Quake SWEPS already has a sprite based lightning effect according to Mat, he wanted the 3D effect specifically
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