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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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Bobboau, bringing you products that work ......... In theory
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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bsc Ian Andrews
"I have a lot of projects in the fire." - my mate Jules
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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bsc Ian Andrews
"I have a lot of projects in the fire." - my mate Jules
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
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
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.
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- The Babylon Project Team
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.
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- IceFire
Volition Watch Project Manager
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