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A little FX headacke


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#1 Ice4smaster

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Posted 20 November 2010 - 07:58 PM

Now i'm curriuse how can i make this work properly.

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My first idea was to make it into the model, and thats how the model is rigged. The Dual rings at each anti grav engine rotates at high speed, and in the editor the attached bones to the ring rotate as well, now ingame the bone remain static. I'm not sure even changing the model could fix this, make the bones into actual geometries which you see rotate, and i rater not change the model now as it took me quite a lot time to get it done so nicely.

My second approach is make the ring purely out of coding, now editing the particle systems file, but so far i havent seen any code line that i could use to rotate the emitted effect, not in the particle system at last. In FX list theres such a code that makes the effect orianted to the object, thing is how i attach an full FX to the vehicle with out sacrefising a weapon.

So i asking every one, the big FX geniuses how to pull this off :thumbsupsmiley:

Thanks in advance if some one could help and point me to the right direction ( even if just tell me which vanilla unit code lines i need to dig into )

Ice4smaster

#2 Ice4smaster

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Posted 20 November 2010 - 10:41 PM

Okie, i gave up on the code way, but if some one knows it, sure be awesome to share with us. So i gone with the hard way and behold ^^

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Now "Dead" is cooler i'd say XD

#3 Gen.Kenobi

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Posted 21 November 2010 - 08:30 PM

Great job dude!

kudos to Pasidon for this awesome avvy and siggy!





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