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Red Eclipse • View topic - Zapper: visual effects

Zapper: visual effects

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Zapper: visual effects

Postby Rabidbutton » 30 Jul 2014 11:44

I've created some particles for the new electric weapon so that it has more variation, they may or may not be up to standard I put them together fairly quickly, let me know if you like them or not...
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Re: Convulser/Taser: visual effects

Postby Honno » 30 Jul 2014 11:51

It's now called Zapper in SVN :o

Anyway, looks kinda weak from the screenshots. I'd brighten it up and thicken the lines and see where that goes in making it look comparable to other weapons.
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Re: Convulser/Taser: visual effects

Postby Rabidbutton » 30 Jul 2014 11:58

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Re: Zapper: visual effects

Postby Rabidbutton » 30 Jul 2014 12:10

Okay I tried using the same colour as the rifle for the particles, does it still appear too weak?
20140731001521.png
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Re: Zapper: visual effects

Postby Honno » 30 Jul 2014 12:25

I think the previous colors were more suitable (making it more tasery). It's really a matter of the 'bulk' the lines have to make look powerful as well as pretty.
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Re: Zapper: visual effects

Postby Rabidbutton » 30 Jul 2014 13:11

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Re: Zapper: visual effects

Postby freezurbern » 30 Jul 2014 13:25

I think Honno is talking about the /zapperpartsize and I think this looks great!
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Re: Zapper: visual effects

Postby Rabidbutton » 09 Nov 2014 11:47

Decided to take another shot at this, it's much more clean and slightly brighter looking than before...
lightning.zip
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Re: Zapper: visual effects

Postby Ravicale » 09 Nov 2014 22:48

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Re: Zapper: visual effects

Postby ImQ009 » 09 Nov 2014 23:28

That does look really nice
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Re: Zapper: visual effects

Postby Rabidbutton » 11 Nov 2014 08:57

Thanks, I'd like to submit them for inclusion but I'm not really sure how, are they still handled by tickets?
also I recommend turning up the particle size a bit when using them so that they are more noticeable from third person...
2014-11-10_00040.jpg
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Re: Zapper: visual effects

Postby bonifarz » 11 Nov 2014 22:15

| | | |
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Re: Zapper: visual effects

Postby shirepirate » 12 Nov 2014 00:44

am i looking at multiple sparks of electricity here, or? it's interesting but i'd have to see it in practice to determine if it was better or not. in these images the blend is too high, the particles don't stand out near enough. they also seem to take up a lot of viewable space.
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Re: Zapper: visual effects

Postby Rabidbutton » 10 Jan 2015 04:45

In the texture itself there is one line that breaks into branches merging together at the end so that it hits directly centre to where you are aiming, so depending on what you are looking at there is more than one spark in the screenshots yeah, as for visibility and viewable space it 'should' just be a matter of finding the right settings in game, not sure how to set projectile blend either maybe it's hard coded?
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Re: Zapper: visual effects

Postby qreeves » 10 Jan 2015 05:03

<weap>partblend -- there are others for expl, etc too.
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Re: Zapper: visual effects

Postby Rabidbutton » 10 Jan 2015 06:14

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2015-01-10_00033.jpg
2015-01-10_00081.jpg
2015-01-10_00100.jpg
2015-01-10_00205.jpg
2015-01-10_00201.jpg
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Re: Zapper: visual effects

Postby Rabidbutton » 10 Jan 2015 07:10

Hmm, just realised there is potential to get creative here, won't go too mad but what if the zapper primary had electric flaks? might make it feel that bit more electrical and certainly entertaining like so:
2015-01-10_00404.jpg
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Re: Zapper: visual effects

Postby qreeves » 10 Jan 2015 08:29

I'd consider it for the secondary, come up with some settings and I'll see about adding it.

UPDATE: I've included the textures for the zapper.
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Re: Zapper: visual effects

Postby Rabidbutton » 11 Jan 2015 02:15

These should do the trick, both primary and secondary for the sake of covering bases, they behave in slightly different ways for example in the first mode of fire the flaks don't cause electrocution since it's a lighter type and friendly fire prone
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Re: Zapper: visual effects

Postby SylvieLorxu » 12 Jan 2015 20:07

Although the zapper effect looks very pretty, the way it reflects off surfaces in the current SVN () can make it seem like it isn't fired from the gun (the beam does leave the gun correctly, but under normal gamespeed, it's hard to see the difference between a shot and a reflection of a shot. This screenshot only contains a reflection).
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Re: Zapper: visual effects

Postby qreeves » 13 Jan 2015 03:39

That's normal, it happens after the projectile impacts. Due to the high speed nature of the game, I have to detach the particles from the muzzle when they impact because them following the player looks much weirder.
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Re: Zapper: visual effects

Postby shirepirate » 19 Jan 2015 05:09

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Re: Zapper: visual effects

Postby qreeves » 19 Jan 2015 06:11

I turned up the alpha because the previous texture was too blinding, so it should just be a matter of removing it again.
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