Muzzleflashes?
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Muzzleflashes?
How are they going to be implemented? Blood had some very cool muzzleflashes. Perhaps you could try a sprite that's only viewed by the muzzle discharging player?
- Slink
Not to be a dick, but...
- Posts: 1904
- Joined: Mon Aug 16, 2004 04:42 am
- Location: Niagara County, NY
That is almost exactly the way Monolith did them. As far as I know (afaik? ) Blood was the first FPS to implement completely separate sprites as muzzelflashes.
There was a detailed muzzelflash which displayed on the users screen, and in multiplayer, a seperate muzzleflash was displayed to other players, emitting from your player. Get me? Look at the stupid text pic below, and see the "external" muzzle flash.
-Slink
|_= * - Bang!
|\
|_\____
There was a detailed muzzelflash which displayed on the users screen, and in multiplayer, a seperate muzzleflash was displayed to other players, emitting from your player. Get me? Look at the stupid text pic below, and see the "external" muzzle flash.
-Slink
|_= * - Bang!
|\
|_\____
- Slink
Not to be a dick, but...
- Posts: 1904
- Joined: Mon Aug 16, 2004 04:42 am
- Location: Niagara County, NY
Well, the view of the third person muzzelflash varied depending on which angle you viewed it from. As far as I know, we could only do that effect by using multiple particle muzzelflash (a la Max Payne, or Action-Halflife,) which, by the way, looks VERY cool!
This brings another topic to mind: quite a while back, people were talking about a nostalgia mode in TF. This would mean having sprites represent actors/items/etc instead of models. If we were to implement this code, it could be used for the 3rd person muzzelflash. Alas, that is another story...
-Slink
This brings another topic to mind: quite a while back, people were talking about a nostalgia mode in TF. This would mean having sprites represent actors/items/etc instead of models. If we were to implement this code, it could be used for the 3rd person muzzelflash. Alas, that is another story...
-Slink