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autosprite2 sucks https://www.quake3world.com/forum/viewtopic.php?f=10&t=14167 |
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Author: | CheapAlert [ 11-30-2005 04:56 PM ] |
Post subject: | autosprite2 sucks |
Author: | seremtan [ 11-30-2005 05:26 PM ] |
Post subject: | |
you didn't apply it to a patch now did you? |
Author: | CheapAlert [ 11-30-2005 05:28 PM ] |
Post subject: | |
it's a two triangle plane perfectly squareshaped like the shader manual said unless that lied |
Author: | Hipshot [ 11-30-2005 05:30 PM ] |
Post subject: | |
Is that a flamethrower with a laser sight? |
Author: | CheapAlert [ 11-30-2005 05:31 PM ] |
Post subject: | |
yep, and a scope so you can torch like the pros |
Author: | Hipshot [ 11-30-2005 05:41 PM ] |
Post subject: | |
That'll teach those GDI-troopers! |
Author: | obsidian [ 11-30-2005 07:00 PM ] |
Post subject: | |
autosprite2 does not work with models. Brushed based geometry only. That effect probably would look better with a particle-based solution anyway - à la Return to Castle Wolfenstein flame thrower. |
Author: | o'dium [ 12-01-2005 04:52 AM ] |
Post subject: | |
obsidian wrote: autosprite2 does not work with models. Brushed based geometry only.
That effect probably would look better with a particle-based solution anyway - à la Return to Castle Wolfenstein flame thrower. Not true. It depends on the engine, and Q3 perfectly supports it. You have to flip/rotate your verts, thats all. Its a bug with Q3 that causes it. Make a brand new box, or rotate that one around on its one axis until it fixes it. I had the same trouble a few years ago and i got around it this way. |
Author: | obsidian [ 12-01-2005 08:16 AM ] |
Post subject: | |
Ah, good to know. Would you mind explaining in more detail how you got it working? It's a long outstanding problem I've been having. |
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