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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
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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01-07-2003 03:55 PM |
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185 |
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
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01-07-2003 04:42 PM |
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185 |
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
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01-07-2003 04:42 PM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
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
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01-07-2003 05:08 PM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
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
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01-07-2003 05:08 PM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
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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01-08-2003 01:28 AM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
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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- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
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01-08-2003 01:28 AM |
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