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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

Image

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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