Re: Blastermarks Revisited
Posted: Sun Oct 11, 2009 3:53 pm
I'm pretty sure this is caused by a combo state transition, which is not applicable here.phazon_elite wrote:It works on terrain like Mace Windu's force stomp
I'm pretty sure this is caused by a combo state transition, which is not applicable here.phazon_elite wrote:It works on terrain like Mace Windu's force stomp
trainmaster611 wrote:Got them working, and they really do look great!
phazon_elite wrote:Ahaha! I knew my research wasn't in vain!
1) Offhand, I don't know. I'd have to do some more looking.trainmaster611 wrote:What I would like to know now, is
1) How does the game know which effect to play for the shields
2) What are the downfalls you mentioned earlier Mav?
3) Is there another way to trick the game into thinking that the building has a shield?
The stomp itself is just a billboard effect. You probably haven't seen my initial topics on this stuff (nor would I expect you to since I haven't been here in ages, xD). In it, I created a few billboard effect decals that worked somewhat, but still had obvious issues, as they were only billboard effects.Frisbeetarian wrote:I'm pretty sure this is caused by a combo state transition, which is not applicable here.phazon_elite wrote:It works on terrain like Mace Windu's force stomp
Of course it's not a breakthrough, I never thought it was. The idea to add a shield to an object just never dawned on me, although the answer was right in front of my face, lol.Maveritchell wrote:It's great that you got something doing what you want, but this is not a breakthrough. This is basic stuff and it's exactly what I said in the second post.phazon_elite wrote:Ahaha! I knew my research wasn't in vain!
Yes, but my whole point here is that it is an impractical workaround. There are more problems with this than with using a billboard effect tied to an explosion, simply because of the problems of terrain and destructible objects - just to name two big ones. If you want a practical workaround, then go make a small, three-dimensional, black particle effect and use it as an explosion effect. That will look much better than trying to make a billboard explosion or trying to force shields onto everything.phazon_elite wrote:The reason I posted that was because the last time this was discussed, it was deemed to be hardcoded after trying to find a practical workaround. I'm just happy to see that a practical workaround has been found.
Couldn't you just use a billboard effect for the terrain? What I mean is, you can just make it an impact effect for weapons and play around with it so it will be horizontal and flat. Something akin to Mace's force stomp effect. That's what I did when I tried making decals work a while back. As for destructible objects, I also made a different impact effect (that worked somewhat like a shield impact effect) when I made the terrain one.Maveritchell wrote:Yes, but my whole point here is that it is an impractical workaround. There are more problems with this than with using a billboard effect tied to an explosion, simply because of the problems of terrain and destructible objects - just to name two big ones. If you want a practical workaround, then go make a small, three-dimensional, black particle effect and use it as an explosion effect. That will look much better than trying to make a billboard explosion or trying to force shields onto everything.
Ah yes, I think he asked me for the effects I had, as the link back then was taken down. My question still stands though.Fiodis wrote:Play BFX sometime. That's exactly what ARC_Commander did. It worked well for terrain, except when the terrain isn't perfectly horizontal (I.E., a hill).
Yeah, I'm beginning to question if the work is worth it or not. I didn't realize that this much work would be needed just to get some decals that aren't entirely flawless. Anyone's thoughts on this?Maveritchell wrote: 1) Every object must become a destructable building (not the classlabel specifically but it must have health).
2) Depending on how shield effects work (again I haven't looked into them enough to check) - whether the effect is a property of weapons or of shields - you will have this effect appear on every shield.
3) Shields are mitigated in some ways as weapons/tools (you can't have specific weapons to affect shields, otherwise they will affect buildings too)
4) You are required to have control over every map this is used in - it's a nontransferable effect in that it can only be used in maps you specifically create.
5) You can't have legitimately shielded objects that play a shield impact effect and this effect.
What question?phazon_elite wrote:My question still stands though.
Oh, sorry about that. I had the question in one of my earlier posts. It was if this amount of work would be worth it to have decals/blastermark effects/whatever.Maveritchell wrote:What question?phazon_elite wrote:My question still stands though.
Which is triggered through the combo, as I already suggested.phazon_elite wrote:Something akin to Mace's force stomp effect.
No, unless, as Mav posted, you have control over all the circumstances that the workaround would come into play, and you genuinely want this effect enough to go through all this work to get it.phazon_elite wrote:Oh, sorry about that. I had the question in one of my earlier posts. It was if this amount of work would be worth it to have decals/blastermark effects/whatever.
I believe phazon means the effect, not the explosion. The explosion is triggered through the combo file; phazon is just refering to a billboard crack effect on the terrain/object it impacts (which is no different than any other billboard effect).Frisbeetarian wrote:Which is triggered through the combo, as I already suggested.phazon_elite wrote:Something akin to Mace's force stomp effect.
I was referring to the first part of his post as well without quoting it. I know that he was referring to the effect itself for an example of a billboard effect, however, I was addressing the issue that the only way we've seen a decal on the terrain is as a billboard effect initiated through a combo.Couldn't you just use a billboard effect for the terrain? What I mean is,
Decals are broken; we've established this. The ATAT does have a footprint decal call in its odf, which is broken.Frisbeetarian wrote:the only way we've seen a decal on the terrain is as a billboard effect initiated through a combo.
I'm pretty sure the AT-AT has a footprint decal in it's ODF (can't check right now), and I'm pretty sure I checked on high settings last time this issue came up to make sure it didn't show up (meaning broken code; again, I can't check right now).
Once, on Kamino. For this reason, among others, is why I have yet to claim anything I've said as fact. I was not aware we'd seen them on the terrain outside of Windu.Fiodis wrote:And have you played BFX?