[Feature] Axis-aligned particle rendering
dldev32 opened this issue ยท 6 comments
By default, all particles are played by turning towards the player. With the help of this feature, that is, the parameter, we allow playing a particle fixed on any specified axis. This will allow correct rendering, for example, of muzzle flash particles, as well as correct rendering of the particle in cameras.
Sample:
{
"type": "generic",
"isAxisAligned": true, //allows AA particles
"rot": [0.5, 1.0, 0.1], //fixed rotation params for AA particles
"isBright": true,
"quantity": 1,
"duration": 16,
"scale": 4.0,
"transparency": 0.3,
"textureList": []
"textureDelays": [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
"pos": [-0.004686, 0.268425, 1.22597],
"initialVelocity": [0.0, 0.0, 0.0],
"movementVelocity": [0.0, 0.0, 0.0],
"terminalVelocity": [0.0, 0.0, 0.0],
"activeAnimations": [
{
"animationType": "visibility",
"variable": "gun_muzzleflash",
"clampMin": 1.0,
"clampMax": 1.0
},
]
}
an interesting idea, but i dont know if using particles for flashes is gonna be as good as a model object
an interesting idea, but i dont know if using particles for flashes is gonna be as good as a model object
no one game has a muzzleflashes, which using a models, so with particles it will look much prettier
I personally use particles for muzzle flashes myself, maybe check them out? @Lila-Bat-Huntress Not saying it will change your opinion either way, but I like this option more as it's a separate asset from the gun model itself, and is universally applicable regardless of how much texture space is left on the gun's texture sheet.
Model or particle, you can get the same effect either way. This is more just a convenience thing to use the same flash for all guns and not need to re-create the model bit. Either DL drops a pack to get this in the next month or so, or one of youse makes this a PR, or I drop it. Y'all are out of credits for features right now.