I know I'm taking a break but I don't care wtf.
Anyway, I had some idea that I'm not too sure is possible, but it would be sweet if you could do it. I was thinking maybe if blood is on a wall, it can drip / trickle down the wall. Then if there's a door / opening below it, it could just drip from there.
Or if its on an incline (like on a hill), it can drip down the hill.
Either way, it would be pretty cool if you could do this.
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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
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Suggestion for FX
- Smirftsch
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Re: Suggestion for FX
lovely idea, but no idea yet how to realize.
Sometimes you have to lose a fight to win the war.
- Matrix224
- OldUnreal Member
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Re: Suggestion for FX
It would probably be annoying, but you could try to check its rotation and make it spawn more blood going down from it, on the same wall.
Only thing is if there's a bump in the wall it may screw up unless its checking for anything below the blood trickling down, then adjust for that angle when it hits it.
EDIT: Here's a diagram of win I drew to simulate what I was talking about :
http://tinypic.com/r/vglkdd/5
Only thing is if there's a bump in the wall it may screw up unless its checking for anything below the blood trickling down, then adjust for that angle when it hits it.
EDIT: Here's a diagram of win I drew to simulate what I was talking about :
http://tinypic.com/r/vglkdd/5
Last edited by Matrix224 on Sun Mar 21, 2010 1:44 pm, edited 1 time in total.
- .:..:
- OldUnreal Member
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Re: Suggestion for FX
I could make it spawn drips from blood pools on ceilings, but how exactly should the blood be on walls then? A drip that constantly spawns decals on the wall along the way? or just drips that move down the walls with no extra effects? or what?
Figuring out the 'down' velocity angle to move along the walls is an easy dot-product matter though.
Figuring out the 'down' velocity angle to move along the walls is an easy dot-product matter though.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Matrix224
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Re: Suggestion for FX
I figured it would be drips that slide down the wall leaving a trail of blood behind them.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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Re: Suggestion for FX
If you do stuff like this, and liquid refraction, Unreal 1 engine could graphically compete with the newer ones... o_O
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