Product Chat / Torch Light - Question Using MuzzleFlash

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ncmako
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Posted: 17th Apr 2016 03:42
First, not sure if this goes under "models & media" or here?
Trying to get my torch to properly light up walls close by using the "muzzleflash" method.
FlashLight Spot is ok, but not very adjustable yet for colors or flicker.
If you look at the video you'll see what I mean. Close to walls there is no light being cast.
Textures are still being worked on, just trying to get the "muzzleflash" correct for now.

I'm sure it has to do with the distance the "muzzleflash" is from the weapon/walls.
Are there any settings in GG gunspec's to allow for muzzleflash distance?
Or is there something else going on here? Any insight to the problem would be great
thanks
Jerry Tremble
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Posted: 17th Apr 2016 04:57
I have no insight whatsoever, but what you've done so far looks pretty cool! Using the muzzleflash seems like a good idea for a workaround, as straight ahead it looks pretty convincing. I haven't seen this done before.
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Pirate Myke
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Posted: 17th Apr 2016 06:09
No setting that I can see to control the range of the muzzle flash, just the color and the decal.

There was this thread. Setting the HUD to be different. "A better torch"
https://forum.game-guru.com/thread/213504#top

Not seeing any shader to mess with, so it still must be hard coded in the engine.
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cybernescence
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Posted: 17th Apr 2016 09:31 Edited at: 17th Apr 2016 09:37
Hi ncmako,

your flaming torch is awesome - I had a bit of success with this last year (as video below) but I changed the wizard staff projectile weapon for this. Unfortunately the projectile weapons are hard coded still so I haven't pursued this as a method of illumination (means you have to do without a projectile weapon style to make the torch work in this way and change the engine default files). The projectile spec does allow you to alter the range of how far the projectile goes and as far as I remember that's what I did here - the torch is firing off a very short range low/zero impact projectile weapon repeatedly and it is the projectile light that mainly provides the illumination. Haven't tried with muzzle flash - that seems like a better solution if it could be made brighter etc. Nice work

Edit Have you tried altering these in gunspec for color and distance?

muzzlecolorR = 255
muzzlecolorG = 100
muzzlecolorB = 36

alignx = 9
aligny = -5
alignz = 120


Cheers.

JC LEON
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Posted: 17th Apr 2016 12:09 Edited at: 17th Apr 2016 12:09
why all these cool things are not shared or on the store ?? why? why?
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Belidos
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Posted: 17th Apr 2016 12:26
Quote: "why all these cool things are not shared or on the store ?? why? why?"


Mainly because they're not really standalone items as such, more hacks/adjustments of core files etc. which can't be sold on the store.

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ncmako
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Location: Hendersonville,NC
Posted: 17th Apr 2016 12:51
@Pirate Myke You right, I might have to use a "HUD" together with the torch for a realistic effect?
@cybernescence I'll try your settings. Should help. What do you have your "firerate" set at?
It's a nice flicker rate. Can you also get the right mouse button to work for a "melee" attack?
@JC LEON I did, over at fpsc classic some time ago.
cybernescence
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Posted: 17th Apr 2016 16:11
Quote: "What do you have your "firerate" set at?"


It was set at 1. Think the flickering effect came from the projectile light though.

Quote: "Can you also get the right mouse button to work for a "melee" attack?"


The right-click 'blocking' only ever works once (think an engine bug), but melee ALT key works ok.

Here's the gunspec without the projectile - don't think it looks any different to your video though, less flicker really.

Cheers.


JC LEON
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Posted: 17th Apr 2016 16:19
Quote: "@JC LEON I did, over at fpsc classic some time ago."


can you link me the fpsc version please
?
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ncmako
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Posted: 17th Apr 2016 16:22
Thank you cybernescence. I'm going to try your settings. Little differences make a big difference
Quote: "The right-click 'blocking' only ever works once"

Ok, I thought it was only me, but there seems to be a problem then with the right click?

Also, does anyone else have to close/restart GG after making "gunspec" changes to
have it take effect?
cybernescence
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Posted: 17th Apr 2016 16:26
I think others have also noticed the right-click issue, so not just you & me

Yes have to close and restart GG for gunspec changes, makes testing longer

LeeBamber
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Posted: 18th Apr 2016 11:01
When the weapon system mechanisms are externalized as LUA script, you should be able to command things like muzzle flash coordinates much better, and rely on real-time script changes rather than gunspec changes which require a re-load and long testing time. At some point I am even thinking of doing a per-script refresh, even as the game runs, so small changes can be reflected in-game immediately. Once we have enough LUA system work going on, I will drop that in, partly for my own sanity
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