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Question reguarding tracers


ryanjp89

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  • 2 weeks later...

Possible and impossible at the same time. You need a script that will attach light to every single projectile in the air (let TempRef01 := SomeProjectile.PlaceAtMe Light01 and TempRef01.moveto SomeProjectile). Trigger box + OnTriggerLeave block script for player (may not work though) or reference walking for all projectiles in cell(s). And all projectiles must be no hitscan. Anyway, it may be too heavy for mid-end machines, it may lag, and you must remove the lights on projectile hit or you will end up with infinity lights all around. To track the lights and projectiles you can use arrays and hell of a lot of temp references, like TempRef01, TempRef02, TempRef03, TempRef0285 and so on.

It's not an easy task and may require a lot more scripting than you think (and much more than I just described), so, use regular tracers with nicely lit mesh, without real light. Your screenshot looks very good, it's more than enough for tracers)

Edited by Xilandro
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It seems way out of my league for scripting, and seems too much trouble for a simple tracers. I got them to look pretty decent with glow maps and i'm quite satisfied how they look even without a light attached. Thanks for the reply though.

Does anyone know what that light slot is for under projectiles? It doesn't seem to do anything for me after attaching a light, I'm just curious what it's used for.


Here's a few other screenshots from tracers I made.


http://s13.postimg.org/codx4ln3r/Fallout_NV1.png
http://s13.postimg.org/lyq184xtj/Fallout_NV2.png

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Seems like lights for projectiles are in the code of the game, but just like many other things - developers decided to turn that stuff off for the release due to performance issues.

 

Cool shots)

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