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Q2 railgun effect w/ TEs?


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hlstriker
Green Gaben
Join Date: Mar 2006
Location: OH-IO!
Old 06-22-2007 , 14:41   Re: Q2 railgun effect w/ TEs?
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I was looking through the TE list and came across these 3...

Quote:
#define TE_BEAMTORUS 19 // Screen aligned beam ring, expands to max radius over lifetime
// write_byte(TE_BEAMTORUS)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(axis.x)
// write_coord(axis.y)
// write_coord(axis.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)

#define TE_BEAMDISK 20 // Disk that expands to max radius over lifetime
// write_byte(TE_BEAMDISK)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(axis.x)
// write_coord(axis.y)
// write_coord(axis.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)

#define TE_BEAMCYLINDER 21 // Cylinder that expands to max radius over lifetime
// write_byte(TE_BEAMCYLINDER)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
// write_coord(axis.x)
// write_coord(axis.y)
// write_coord(axis.z)
// write_short(sprite index)
// write_byte(starting frame)
// write_byte(frame rate in 0.1's)
// write_byte(life in 0.1's)
// write_byte(line width in 0.1's)
// write_byte(noise amplitude in 0.01's)
// write_byte(red)
// write_byte(green)
// write_byte(blue)
// write_byte(brightness)
// write_byte(scroll speed in 0.1's)
Would any of those create an effect like that? I would test it out myself but I don't understand the axis coords, what are they for?

I also came across this...
Quote:
#define TE_TELEPORT 11 // Quake1 teleport splash
// write_byte(TE_TELEPORT)
// write_coord(position.x)
// write_coord(position.y)
// write_coord(position.z)
I noticed that had a bunch of little pixel looking 'things' to make the effect. Is there a way I can make my own effect with those same pixel things?

--------- EDIT --------------
I looked through the quake2 source and it looks very similar to halflife source @_@!

It seems quake2 used temp ents to create the railgun effect. I found a list of all the quake2 temp ents but can't seem to find the code that actually creates it.

Quote:
// temp entity events
//
// Temp entity events are for things that happen
// at a location seperate from any existing entity.
// Temporary entity messages are explicitly constructed
// and broadcast.
typedef enum
{
TE_GUNSHOT,
TE_BLOOD,
TE_BLASTER,
TE_RAILTRAIL,
TE_SHOTGUN,
TE_EXPLOSION1,
TE_EXPLOSION2,
TE_ROCKET_EXPLOSION,
TE_GRENADE_EXPLOSION,
TE_SPARKS,
TE_SPLASH,
TE_BUBBLETRAIL,
TE_SCREEN_SPARKS,
TE_SHIELD_SPARKS,
TE_BULLET_SPARKS,
TE_LASER_SPARKS,
TE_PARASITE_ATTACK,
TE_ROCKET_EXPLOSION_WATER,
TE_GRENADE_EXPLOSION_WATER,
TE_MEDIC_CABLE_ATTACK,
TE_BFG_EXPLOSION,
TE_BFG_BIGEXPLOSION,
TE_BOSSTPORT, // used as '22' in a map, so DON'T RENUMBER!!!
TE_BFG_LASER,
TE_GRAPPLE_CABLE,
TE_WELDING_SPARKS,
TE_GREENBLOOD,
TE_BLUEHYPERBLASTER,
TE_PLASMA_EXPLOSION,
TE_TUNNEL_SPARKS,
} temp_event_t;

Last edited by hlstriker; 06-22-2007 at 16:16.
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