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Posted by Bobboau on 01-07-2003 03:55 PM:

no, I've just got to set the verts at the tip of the beam to be color 0,0,0, that would get the beams to seem to fade from start to end,
then I just have to set them to (distance from start to the hit point / max length) * 255, that would give me a beam that faded but would take into acount the beam hitting things

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Posted by IPAndrews on 01-07-2003 04:42 PM:

If might be sensible to have a distance a beam will travel before it starts to fade out (and it's damage reduce accordingly). So that within that distance you get a guaranteed full strength beam.

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Posted by IPAndrews on 01-07-2003 04:42 PM:

If might be sensible to have a distance a beam will travel before it starts to fade out (and it's damage reduce accordingly). So that within that distance you get a guaranteed full strength beam.

__________________
bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules


Posted by Bobboau on 01-07-2003 05:08 PM:

well I havn't implemented anything yet, so I could , it would be infinitly easier just to have it gradualy fade,
but as far as the damage thing goes, it would be fairly easy

I would realy like someone to give [url=http://freespace.volitionwatch.com/blackwater/glowmapbugfix.zip]this[/url] a good work over, I think I fixed the bug were fighter beams were causeing fairly nasty crashes on random ocasions (I also think I fixed the thing were it wasn't giveing you kills with a fighter beam), I've only tested it twice and I havn't had a crash in it (before I would crash any were from ten seconds so ten minutes into a mission), if it does crash post the last ten lines of the FS.log that will be generated in you're FS folder (if it is empty tell me)

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Bobboau, bringing you products that work ......... In theory


Posted by Bobboau on 01-07-2003 05:08 PM:

well I havn't implemented anything yet, so I could , it would be infinitly easier just to have it gradualy fade,
but as far as the damage thing goes, it would be fairly easy

I would realy like someone to give [url=http://freespace.volitionwatch.com/blackwater/glowmapbugfix.zip]this[/url] a good work over, I think I fixed the bug were fighter beams were causeing fairly nasty crashes on random ocasions (I also think I fixed the thing were it wasn't giveing you kills with a fighter beam), I've only tested it twice and I havn't had a crash in it (before I would crash any were from ten seconds so ten minutes into a mission), if it does crash post the last ten lines of the FS.log that will be generated in you're FS folder (if it is empty tell me)

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Posted by BabProj Team on 01-08-2003 01:28 AM:

quote:
Originally posted by IPAndrews
If might be sensible to have a distance a beam will travel before it starts to fade out (and it's damage reduce accordingly). So that within that distance you get a guaranteed full strength beam.

Definately what I was thinking.

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Posted by IceFire on 01-08-2003 01:28 AM:

quote:
Originally posted by IPAndrews
If might be sensible to have a distance a beam will travel before it starts to fade out (and it's damage reduce accordingly). So that within that distance you get a guaranteed full strength beam.

Definately what I was thinking.

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Volition Watch Project Manager
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