Author Topic: Why <some things> are <going wrong>  (Read 756 times)

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bitterman

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Re: Why <some things> are <going wrong> (particles)
« Reply #15 on: November 19, 2016, 11:52:45 AM »
Thanks for sharing. I've got a few fresh ideas.

I think about both methods (big plants via models and planes & small plants (like grass) via particles).

Particles, which are constantly oriented to the player, creating a feeling of light dizziness (vertigo).




argoon

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Re: Why <some things> are <going wrong>
« Reply #16 on: November 19, 2016, 05:53:02 PM »
I used the "deform sprite" material keyword to make them always look at the player, it worked but it automatically forced the material to no shadows and no light interaction, because i wanted the "always look at" functionality but also be able to use the material with normal maps and stuff, i removed that keyword and code my own system, only using doom script. :)

In the end i used a no light interaction material for the grass and no shadows but it was a nice lesson on idtech 4 scripting. :P

This is the small code doing the magic, perhaps there's a better way but this works and for now that is what matters.
But anyone is free to come with a better way. :)
Code: [Select]
player_angles = lod_player.getViewAngles();
player_angles_x = 0;
player_angles_z = 0;
player_angles_y = player_angles_y + 90;
lod1.setAngles( player_angles );
« Last Edit: November 19, 2016, 05:57:07 PM by argoon »