Suggestion For Cool Feature

KineticKinetic Join Date: 2003-07-09 Member: 18046Members
<div class="IPBDescription">For SC marine models</div> Hi, I'm a long time lurker, first time poster.

Firstly, I apologize if this idea has been posted before, but I was unable to find a similar topic.

Let me begin by saying that this is not a demand nor request (well it kind of is), and I have absolutely zero experience in the modelling or sprite areas or I would have made this myself. My idea centres on the "StarCraft Marine v1.2" model replacement pack. What I envision is a very cool looking light source from the lamp attachments on the power armour suit. Imagine how awesome it would be to see a group of marines walking in a dark hallway with bright lights protruding from their shoulders. I think it would be very nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

To continue, I believe a nice effect could be achieved in a number of ways (once again please note my lack of modelling/sprite experience, I may get it wrong), including the use of sprites and models. Firstly, a "bright light" or "bright effect" sprite could be used to simulate a light source. I would assume this could be achieved by editing modelling attachments, I don't really know? Next, protruding from this "bright light" would be a series of "cone shaped" models that are used to simulate a beam of light. Transparency .dlls could be used to achieve a suitable effect. Imagine how cool this would look!!

Now, I am foreseeing some areas that may be problematic. Firstly, as the "light source" only uses a combination of sprites and models dark areas of the maps will affect it. By this I mean it will not act like a true flashlight in that it does not dynamically light the environment, or be visible in dark areas. Rather, how the light is perceived (light or dark) is determined by the environment. I know little about sprites but perhaps the sprite could be made into a permanent muzzle-flash type attachment so that it is visible in all areas? This would solve the problem of said darkness. Whether or not this is possible I do not know. Secondly, I am led to believe that the "cone shaped" models might infringe on file consistency limits and variables, and if this is the case, then this area of the idea will not be possible.

Well that is my idea, please add any comments/critisisms.

Comments

  • Daza4Daza4 Kerc Kasha Join Date: 2003-04-06 Member: 15233Members
    Good idea but here:

    1) This will spike the model so you can see the person more easily
    2) ATtachments require coding
    3) useing trans dlls wont work or the light wont be visabkle in the dark :/
  • KineticKinetic Join Date: 2003-07-09 Member: 18046Members
    Yes I thought as much. The transparent cone idea was more of a fantasy I suppose. However, suitable sprites could be done I would imagine, as people managed to develop 3rd-person muzzle flashes in dod3.1 before they were officially added. as you say this would be difficult, but it is possible.
  • s3xy_korean_bois3xy_korean_boi Join Date: 2003-05-21 Member: 16551Members
    wdf <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->?
  • KineticKinetic Join Date: 2003-07-09 Member: 18046Members
    ...

    The adding of muzzle-flashes to dod3.1 proves that sprites can be attatched to models as far as I know. Now if we took a sprite that looked like a light source and attatched it as a form of static muzzle-flash to the shoulder lamp, it would appear to be an effective looking light. Making it a muzzle flash would also ensure it stays visible in darkened areas.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    edited July 2003
    I was thinking about this sort of stuff a while back, specifically, adding a "fake" light source to parts of a model, kinda like you can do with the shaders in QuakeIII.

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=35221&hl=' target='_blank'>http://www.unknownworlds.com/forums/in...=19&t=35221&hl=</a>

    I think the conclusion we reached was that, at the minute a sprite-type effect would be do-able, but since the appearance of sprites is hard coded, it wouldn't really work. It's possible if you used ( or indeed altered ) an "existing-but-rarely-seen-in-game" sprite then added an attachment to it it would work.

    It would be a cool effect if it can be done.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->"Secondly, I am led to believe that the "cone shaped" models might infringe on file consistency limits and variables, and if this is the case, then this area of the idea will not be possible.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Not really relevant as <i>any</i> custom models will be rejected by servers which are enforcing mp_consistency "1"

    btw, welcome to the forums, and congratulations on a first post that wasn't "OMG if joo cud mek dis it wud pwnZor!!1" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited July 2003
    Third-person muzzle flashes in DoD were possible because they used an existing attachment type. Unforunately, use of any given sprite requires its being coded in.

    There's also the problem of HL models having a maximum of four attachment points per model available, and three of them already being used on NS player models for muzzle flashes (a short one for pistols, a long one for the HMG, and a middle one for the other guns). However, this is unnecessary, since at some point in HL's patching history it was made so that muzzle flashes would be taken from the weapon model and not from the player if there were duplicates of attachments.

    As far as I can tell, the only sprites currently coded to be usable as attachments are the default three - muzzleflash1, muzzleflash2, and muzzleflash 3.

    It's a real shame it can't be done at the moment - since NS came out I've been wanting to put a couple of lights on the HA model, but have never been able to make it work.
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    you could do a sort of lens-flarish light from a ha model with the additive transparency, but it wouldn't emit any light <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited July 2003
    The trouble with additive transparency in models is that it's totally dependant on light levels in the map for it to render - in bright areas the texture would be very bright, and in dark areas it would barely be visible at all. Kind of the opposite of how you'd want your powersuit's light working. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Now, if HL supported <i>alpha</i> transparency, we'd be sorted.
  • KineticKinetic Join Date: 2003-07-09 Member: 18046Members
    edited July 2003
    Gosh darn it, imagine how awesome it would look to see starcraft marines with nice shoulder lamp lights in a dark hallway with muzzle flashes leaping from their guass rifles <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    However...

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The sprite needs to be something which is in every map. In this case, everyone uses muzzleflashes 'cause the engine precaches those in every game. If you would use this model, your pistols muzzleflash would be replaced with the fire sprite (even though it's not so bad). Decompile and learn from this model. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I would be more than happy to sacrifice my pistol or hmg muzzleflash for a shoulder lamp light effect. I remember in dod3.1 we had models with no pistol muzzle-flashes because there simple were not enough attachments or sprites (one of them). Then again, because you would be replacing the default pistol flash with a light sprite, the pistol too would use this sprite in ns, or so I have deduced. I am willing to pay this price <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    You could tell your pistol to use a different muzzleflash very easily - just a matter of changing a line of the qc file.

    The trouble with that is that there'd be no sensible way of persuading everyone to do it, so everyone could use your models and have the same effect. There'd be a deluge of "OMG YUO FXXORED MEI PISTOL" posts. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • cshank4cshank4 Join Date: 2003-02-11 Member: 13425Members
    Hmm Would it be possible to make the flashlight come from the lamp on the back? (im using all SC models and voice packs right now)
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    the flashlight is not even codet to come from somewhere.... how would you make it apearing on the shoulderlamp? theres maybe not a single halflife mod that got a visible light source when you turn on the flashlight.. only the whole playermodel is glowing.. and you dont even see the point where a other player lights at....
    it looks like its very very very hard codet.. like a direct part of the engine.. you cant code there anything.. i think not even when i do a mod i can change this.. and this transparent cone thingie is definitly sucky.. it penetrates every wall and crate.. just will look silly..
  • UWEndUWEnd Join Date: 2003-04-29 Member: 15934Members
    <!--QuoteBegin--s3xy_korean_boi+Jul 9 2003, 04:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (s3xy_korean_boi @ Jul 9 2003, 04:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wdf <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    2 time i see that
  • MalambisBZMalambisBZ Join Date: 2002-11-21 Member: 9559Members
    I saw a nail replacement for TFC that added a sprite on the nails from the nailgun..
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin--sheena yanai+Jul 9 2003, 12:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sheena yanai @ Jul 9 2003, 12:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the flashlight is not even codet to come from somewhere.... how would you make it apearing on the shoulderlamp? theres maybe not a single halflife mod that got a visible light source when you turn on the flashlight.. only the whole playermodel is glowing.. and you dont even see the point where a other player lights at....
    it looks like its very very very hard codet.. like a direct part of the engine.. you cant code there anything.. i think not even when i do a mod i can change this.. and this transparent cone thingie is definitly sucky.. it penetrates every wall and crate.. just will look silly.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Didnt I hear someone saying that The Specialist mod has got this fixed?
  • PFCNublarPFCNublar Join Date: 2003-04-23 Member: 15792Members
    Ok, lets say that they did add this. Wouldn't it like annoy people when your in an area filled with light (Hera Reception, more importantely siege006) and then there is also a light coming from the shoulder lights. a bit much. it also might be a "model hack." The light might poke through doors and walls, telling you when your an alien where the marines are.
    ...
    As cool as it would be...*sighs* I doubt it can be utilized without too much of a change.
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    As far as I know, you can add a sprite to any model. The only condition is, the sprite has to be recognized by the game with a unique identifier called an event number. There are some events that came with the original half-life, such as the muzzle flashes. The rest, have to be in the client.dll somewhere.
Sign In or Register to comment.