Supchik wrote:
pasik wrote:
About the tracers and muzzle flashes, what level of modification support would you be looking for? I know you can barely mod them at all currently, but how flexible should it be? What is enough to start with?
As for the question about working with animations, I'm not sure what do you mean that the editor can't read them, it seems to work fine for me. Also saving works, I use the same tool.
Weapon specific stance factors for accuracy will be introduced in the future.
Thank you for your reply. I think ... Tracers can set some interesting parameters. Length, texture (for example, reads PNG, which is 3x10 pixels), but it just fits with the color and alpha too, as in the voxel models.
Yeah, that sounds like a reasonable set of parameters, and it should be easy to make it weapon specific. Length and texture options would be the easiest ones to add.
Supchik wrote:
Muzzle flash just with different textures, there's nothing I can think of, cause I has not tried yet to create shaders, and I don't know if this is possible on this engine.
PS: about animation: everything is fine, they are reads and saves. I figured out I had a typo in the link ("rwr_editor.exe soldier1.xml soldier_animations.xm") lol
The current muzzle flash is made by a particle system defined in terms of Ogre3D particle scripts. If I'd make it controllable which particle script each weapon triggers when firing, one could mod this quite far using the scripts. You can't obviously do _everything_ with it, but it is highly flexible alright. There's even a handy editor for it around somewhere. When you enter that domain, you also end up working with Ogre3D material scripts and shaders too if fixed function graphics isn't enough for your needs.
I'm sure a lot of modders won't want to go down that road, so let's see if there's an easy way to parametrize the current and the future in-house particle effects for easier modding. I know at least I would prefer using something like a template instead of making new scripts each time.
I'll be looking into this for 0.7, as I'm anyway going to need a new particle effect for firing the rocket with bazooka - the one coming in 0.69 will be just a dirty hardcoded hack re-using the rifle dust effect.