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Weapon Trails and Graphics[message #216288] Mon, 11 May 2009 11:11 Go to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Looking for the anims for the Rocket Trail and if it's possible to define an anim for a projectile?


Re: Weapon Trails and Graphics[message #216525] Tue, 12 May 2009 18:50 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Tilecache. Missilesmoke (probably written as Mslsmk or something like that) for the LAWS. Smallmissilesmoke (Smslsmk or something) for the Rocket Rifles. Define anim in JA2IE can be done but doesn't always take... more modern editors no idea mate.

Re: Weapon Trails and Graphics[message #216617] Wed, 13 May 2009 06:30 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Thanks mate Smile

I have a nice Blue Orb animation that will come in useful for some guns I am playing with at the moment Smile

Gonna replace the spitters with it Very Happy


Re: Weapon Trails and Graphics[message #216657] Wed, 13 May 2009 15:08 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Spit is Missilespit & Spitgas... when doing the sounds don't forget the spit richochet either.

Blue orbs? Sounds very scifi. Cool plasma man. When replacing the spitters remember they only had one firing position each (standing for adults, kind of crouched for juveniles, god knows what for queen bug). SO the anims were a bit generic in regards to height info. This means firing your blue orb anim from prone or from a rooftop may well look a bit odd. Even a cliff in the map can disrupt the height calc of the anim and make it look like its firing from above you or whatever. Just something to watchout for.

Re: Weapon Trails and Graphics[message #216661] Wed, 13 May 2009 15:40 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
It's not too much of an issue. It's just offsets in the STI file Wink

I'm using the juvenile one as that is the same height as the gun position on a merc. Sci-Fi is the order of the day too. It's to complement that Plasma Gun from the 40K thread Very Happy

What I want to avoid is the gas being triggered on impact. I don't mind the impact (needed that for Plasma anyways) but the how to avoid the gas?


Re: Weapon Trails and Graphics[message #216665] Wed, 13 May 2009 16:20 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Disable anim in an editor like JA2IE or make Spit Gas the anim an 8 frame blank (or whatever is required... look at jump anim for crepitus vs the "jump" for UC/MFM robots... multipage blank) and remember to drop it's effect to zero in your weapons xml or other editor

Re: Weapon Trails and Graphics[message #216666] Wed, 13 May 2009 16:24 Go to previous message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Yeah I'll do that for the moment, never used JA2IE before though. If worst comes to the worst I'll use the blank anim solution.


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