[hlcoders] Lasergun

2006-02-21 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I have coded in a working lasergun, everything is working exactly how I want
it. The only problem, is that I want the beam to look more alive. I would
like to add, particles, or dust or something in the beam, as well as a
tracer type thing, which can be seen when watching the beta videos of the
physgun. Can someone help me on how to add this effect, or where to find
this effect? Thanks :D
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Lasergun

2006-02-21 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
check out the tau cannon tracer

On 2/21/06, Michael Kramer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I have coded in a working lasergun, everything is working exactly how I
 want
 it. The only problem, is that I want the beam to look more alive. I would
 like to add, particles, or dust or something in the beam, as well as a
 tracer type thing, which can be seen when watching the beta videos of the
 physgun. Can someone help me on how to add this effect, or where to find
 this effect? Thanks :D
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
ts2do
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Lasergun

2006-02-21 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
In quake2 the railgun had an effect that was just a whole shitload of
sprites arranged in that awesome spiral pattern along the traceline used in
firing. Wow, that sounds like a particle system doesn't it? It would be easy
to replicate that system with the source particle engine. There would be
examples all over the SDK, check for the word particle and find the most
appropriate one. Good luck. I might try this myself some time, just so I
have an awesome railgun for fututre reference.

If you get a good looking effect up, why not stick a guide to doing it on
the wiki? I'm sure it would be good for anyone looking at the particle
system.


--
Draco
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Lasergun

2006-02-21 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
As soon as we release our mod. I will be creating a bunch of tutorials. On
my method of adding the gauss gun, with the most accurate shot through walls
then any other mod. The OICW, Sniperrifle, molotov..lasergun etc. But that
will not be for a while, but do not worry, there will be guides :D

On 2/21/06, Jason Houston [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 In quake2 the railgun had an effect that was just a whole shitload of
 sprites arranged in that awesome spiral pattern along the traceline used
 in
 firing. Wow, that sounds like a particle system doesn't it? It would be
 easy
 to replicate that system with the source particle engine. There would be
 examples all over the SDK, check for the word particle and find the most
 appropriate one. Good luck. I might try this myself some time, just so I
 have an awesome railgun for fututre reference.

 If you get a good looking effect up, why not stick a guide to doing it on
 the wiki? I'm sure it would be good for anyone looking at the particle
 system.


 --
 Draco
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders