Echo Ranger 449
August 29th, 2008, 08:18 AM
I'm trying to give the gauss hog some h3-like effects. I'm working on the contrail right now.
Problems?
I want the contrail to look more "electric". You know that if an electric bolt was forced to move in a straight line, there would be a few wavy lines bending out and in from the main stream? It's like how the energy sword has sparks that dance between the two blades. I used a fuel rod contrail to try to get that, but I'd like to see if I could get a part of the contrail to kind of rotate...or circle around the main contrail in a sine-like pattern as the contrail moves forward.
I couldn't figure out how to use the "secondary map" section to do that, so I'm trying elsewhere in the tag.
Anyways, here is what I have so far.
g4Yi4_OXlZ4
Ok, so I've added an energy smoke point physics. Now the cone angle for the point velocity makes sense. The point velocity is set to 0 to 1. I'm going to change that, as well as the 90 degree cone angle.
Oh, I forgot to explain the color transitions:
1.) white for a transition of 0.1
2.) purple-ish blue for a transition of 0.175
3.) yellow for a transition of 0.125
4.) dark orange for a transition of 0.125
Width gets slightly smaller: part 1 = 0.25, part 2 = 0.15, part 3 = 0.1, part 4 = 0.075
be-48JiV9eo
I've switched to a vacuum particle and I still get what I want. However, I want the movement to occur faster. Increasing the point velocity velocity only increases how far out the electric arcs spread out perpendicular to the projectile. I need to speed up the animation. I'll see what I can do.
Here's what I've noticed: point generation rate seems to dictate how much "stuff" is in your contrail...I think it's also the same as the density.
The "texture animation u"s seems to be something like the speed of the higher the value, the faster the contrail's bitmap flows (though I know the actual speed is dictated by the projectile).
Edit: I'm going to see if I can try an effect on the projectile instead of trying to get the electric look with a contrail.
I think my colors are too dark. I'll work on it later.
Edit: Well I rechecked it with a real h3 gauss, and I've decided to do a different approach. This time half of the contrail uses the assault rifle "smoke" contrail. The second half uses the fuel rod contrail. I did this by duplicating the same contrail and nulling out the alpha (for the contrail #1) for the later stages. I also nulled out the alpha for the earlier stages of the second contrail.
Here's what I got. Tell me what you think.
hQpb_v7PJjQ
(I just posted the video, please wait for it to process)
Edit:I've just update it again. I think I'm satisfied enough to move on to the more fun and significant parts: the effects.
Problems?
I want the contrail to look more "electric". You know that if an electric bolt was forced to move in a straight line, there would be a few wavy lines bending out and in from the main stream? It's like how the energy sword has sparks that dance between the two blades. I used a fuel rod contrail to try to get that, but I'd like to see if I could get a part of the contrail to kind of rotate...or circle around the main contrail in a sine-like pattern as the contrail moves forward.
I couldn't figure out how to use the "secondary map" section to do that, so I'm trying elsewhere in the tag.
Anyways, here is what I have so far.
g4Yi4_OXlZ4
Ok, so I've added an energy smoke point physics. Now the cone angle for the point velocity makes sense. The point velocity is set to 0 to 1. I'm going to change that, as well as the 90 degree cone angle.
Oh, I forgot to explain the color transitions:
1.) white for a transition of 0.1
2.) purple-ish blue for a transition of 0.175
3.) yellow for a transition of 0.125
4.) dark orange for a transition of 0.125
Width gets slightly smaller: part 1 = 0.25, part 2 = 0.15, part 3 = 0.1, part 4 = 0.075
be-48JiV9eo
I've switched to a vacuum particle and I still get what I want. However, I want the movement to occur faster. Increasing the point velocity velocity only increases how far out the electric arcs spread out perpendicular to the projectile. I need to speed up the animation. I'll see what I can do.
Here's what I've noticed: point generation rate seems to dictate how much "stuff" is in your contrail...I think it's also the same as the density.
The "texture animation u"s seems to be something like the speed of the higher the value, the faster the contrail's bitmap flows (though I know the actual speed is dictated by the projectile).
Edit: I'm going to see if I can try an effect on the projectile instead of trying to get the electric look with a contrail.
I think my colors are too dark. I'll work on it later.
Edit: Well I rechecked it with a real h3 gauss, and I've decided to do a different approach. This time half of the contrail uses the assault rifle "smoke" contrail. The second half uses the fuel rod contrail. I did this by duplicating the same contrail and nulling out the alpha (for the contrail #1) for the later stages. I also nulled out the alpha for the earlier stages of the second contrail.
Here's what I got. Tell me what you think.
hQpb_v7PJjQ
(I just posted the video, please wait for it to process)
Edit:I've just update it again. I think I'm satisfied enough to move on to the more fun and significant parts: the effects.