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New Nex hit decay image [help from Devs wanted here!]

#1
Photo 
Hello! here is a little image I have created to be a Nex decay. i didn't like that nex is using the same decay map as laser. They shoot something completly different!

Made with Gimp:


.png   Nex decay.png (Size: 62.34 KB / Downloads: 201)

[IMAGE]
[SOURCE]

Do whatever you want with it, god bless you! Big Grin
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain
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#2
a lot better then the current one imo, well done Smile
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#3
Thanks Smile
I'am going to attract someone from the developers on IRC channel to get it to the game.
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain
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#4
Hey! If someone can tell me - is this doable to make every weapon's projectile generate different looking decay particles on hit?

Now there are two decay maps as I can see. This is very little in comparison to how meny different projectiles fly arounf in the game. Let's make it work a bit like in Unreal Tournament '99

I'd love to make more different decay maps for Xonotic guns but...
If anyone know how to make this work in game - please help Blush
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain
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#5
I don't think decay uses textures. They use particle effects. Check the effectinfo.txt and look for nex-impact or something along those lines.
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#6
Code:
// nex impact
// decal
// used in qcsrc/client/damage.qc:                pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1)
// used in qcsrc/client/damage.qc:                pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1)
effect nex_impact
countabsolute 1
type decal
tex 47 47
size 24 24
alpha 256 256 0
originjitter 14 14 14
lightradius 200
lightradiusfade 250
lightcolor 4 6 8
rotate -180 180 0 0

Now I see a bit how does it work. Some UV coordinates calculation for particlefont.txt file is required. Knowing how these files were made would speed up the process.
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain
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#7
(06-19-2010, 12:25 PM)unfa Wrote:
Code:
// nex impact
// decal
// used in qcsrc/client/damage.qc:                pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1)
// used in qcsrc/client/damage.qc:                pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1)
effect nex_impact
countabsolute 1
type decal
tex 47 47
size 24 24
alpha 256 256 0
originjitter 14 14 14
lightradius 200
lightradiusfade 250
lightcolor 4 6 8
rotate -180 180 0 0

Now I see a bit how does it work. Some UV coordinates calculation for particlefont.txt file is required. Knowing how these files were made would speed up the process.

They are made with a text editor, no? Tongue

Or do you mean the particlefont.tga file? They are made with an image editor, by appending your image to the end (and if it's full, increase the size?)
Links to my: SoundCloud and bandcamp accounts
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#8
(06-19-2010, 12:36 PM)FruitieX Wrote: They are made with a text editor, no? Tongue
I don't think that they (whoever it was) made this by hand, dude Big Grin
Code:
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(06-19-2010, 12:36 PM)FruitieX Wrote: Or do you mean the particlefont.tga file? They are made with an image editor, by appending your image to the end (and if it's full, increase the size?)
It the particlefont.txt works like UV coordinates changing image size will break everything as the coordinates are relative to image size, am I right? But there is plenty of space there Smile

Anyway... the coordinates are already defined for all cells I think so all it takes is appending new image to the particlefont.tga file which seems easy.
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain
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