Star wars blast type projectile

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blutwurstchen
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Star wars blast type projectile

Post by blutwurstchen »

Anyone have any ideas about how I could create a star wars blaster type bolt?

Have tried attaching a bolt, light and a corona effect to a projectile. The results are pretty random and unsatisfactory. I think I want to keep the geometry visible, but have it give off an intense glow.
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Zidane
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Re: Star wars blast type projectile

Post by Zidane »

Attach a spout entity
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blutwurstchen
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Re: Star wars blast type projectile

Post by blutwurstchen »

I tried using an actor spray effect, but for some reason it didn't work and it crashed the demo. I know this is a bit more complex than a standard spray, but I want the projectile to look three dimension (it is a long bolt of light) rather than flat.

Does anyone have a working effect.ini entry that they could post so I could take a look at it? I would really appreciate it.
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blutwurstchen
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Re: Star wars blast type projectile

Post by blutwurstchen »

Well,

I achieved a reasonable effect using a projectile actor. The problem I had, was trying to get the thing to look like a glowing bolt of light, and even with a light effect and a corona effect that wasn't working for me. In the end I just used a flat polygon that I applied a tga texture (with alpha) too. I copied this and rotated it 90 degrees and mirrored it over to the other side. Because its so low poly, it will be possible to create some pretty intense multi-pawn shoot outs.

I'll post a screenshot or capture, as soon as I figure out how to make one.
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blutwurstchen
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Re: Star wars blast type projectile

Post by blutwurstchen »

Well, here's what I've got so far. Haven't yet aligned the projectile so it comes from the right part of the gun. I'm going to scale it up and shorten it, so the bolt is fatter, that way it will still be as visible when it is speeded up.

I'll probably need to put a few more cross sections in too give the appearance that the thing is round when you see it in first person view.

Does anyone have suggestions?
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metal_head
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Re: Star wars blast type projectile

Post by metal_head »

Yay, that looks pretty good! The only problem is that it cannot get any brighter (saddly there's no FullBright for actors :( )...

Hey, sorry for the off topic, but were did you get this blood decal on the secon screen? I've looked everywhere for a blood decal like this one and no luck, tried to make my owns, but they didn't look good...
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blutwurstchen
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Re: Star wars blast type projectile

Post by blutwurstchen »

I made the brush using Photoshop. Though it is not the best. It was my first attempt at something like the blood spatter in Counterstrike Source. I will make some better decals when I get round to it - some finer spatter, and scorch marks for the blaster. Feel free to mess around with the settings so that it doesn't look too much like ketchup.

One problem I've found is that if you shoot the wall near a doorway - you see the full decal, even the blood spatter on the open space! And if you shoot in a corner a decal will not be applied to two adjacent brushes so you'll just see half of it. Looks odd.
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zany_001
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Re: Star wars blast type projectile

Post by zany_001 »

There is also this useful tutorial for GIMP which I use for my blood textures and decals:http://www.gimpusers.com/tutorials/bloo ... xture.html
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blutwurstchen
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Re: Star wars blast type projectile

Post by blutwurstchen »

Thanks for that. It looks cool. I never used GIMP.

Would it be possible to use a brush in RFEdit that was used as a projectile. You can make brushes emit light and be transparent, move and damage pawns.

The problem would be how you could get them to be triggered by clicking the fire button, align to the player (wherever he was), and respawn every time you fire etc.
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Juutis
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Re: Star wars blast type projectile

Post by Juutis »

Would it be possible to use a brush in RFEdit that was used as a projectile. You can make brushes emit light and be transparent, move and damage pawns.

The problem would be how you could get them to be triggered by clicking the fire button, align to the player (wherever he was), and respawn every time you fire etc.
Even if this was possible (which I don't think), it would hardly be worth the trouble.

Have you tried attaching a light effect to the projectile?
Pain is only psychological.
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metal_head
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Re: Star wars blast type projectile

Post by metal_head »

wouldn't the light effect affect the walls,floors, ceilings and objects arround the projectile and not the projectile itself?
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Juutis
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Re: Star wars blast type projectile

Post by Juutis »

Just make it very small and be sure to attach it near the origin of the projectile actor and it should be fine.
Pain is only psychological.
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blutwurstchen
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Re: Star wars blast type projectile

Post by blutwurstchen »

I've actually got a light effect attached to that projectile. The problem is, even turned up to maximum intensity, its still not very bright. I'm going to try making the default level lighting quite a lot darker, and putting in a few more medium intensity room lights to see if that helps.
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metal_head
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Re: Star wars blast type projectile

Post by metal_head »

hmm, I decided to make myself a projectile of that type, I made the tga texture, made the model, I set everything to 255 255 255 so in Milkshape, no shadows were applied on the model, it was really bright.. so I put it ingame, I attatched a light effect to it, but the result was still the same, the projectile wasn't at fullbright...
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blutwurstchen
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Re: Star wars blast type projectile

Post by blutwurstchen »

So I guess actors cannot be fullbright.

Are there any other options?
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