Suggestion For Cool Feature
Kinetic
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.
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
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 :/
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.
<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-->
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.
Now, if HL supported <i>alpha</i> transparency, we'd be sorted.
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-->
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-->
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..
2 time i see that
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?
...
As cool as it would be...*sighs* I doubt it can be utilized without too much of a change.