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Particles Fade when Near?

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    Particles Fade when Near?

    Can an emitter be made to fade out when you step near, and back fade in when you step away?

    The smoke grenades in CounterStrike: Source do this, as well as certain smoke effects in Battlefield 2.

    The idea is that the screen turns gray when you step into smoke, and the particles disappear, so that you don't get choppy.

    Can it be done in UT? It isn't enough to turn the particles to 0% opacity when you step near; they have to not render.

    #2
    That's prolly hand-coded&optimized effect. In UnrealEd changing opacity to 0 has no effect on frame rate.

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      #3
      Not possible without extensive coding, and no idea how to fade the screen to grey without a overlay hack, and you dont want that.

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        #4
        What about spawning a gray particle in front of the camera? Would that count as doable to get that effect?

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          #5
          It would have to be client only, you would have to move it every time the camera moves, plus you might run into a "man behind the curtain" if the payer spins around fast enough to see it, or one of its particles trailing off, as they often do.

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            #6
            You would simply adjust the zonefog for the client, and reduce the number of particles being spawned.

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              #7
              You could try setting the cull distance to a negative number, that would accomplish an effect similar to what you're thinking, and if you play the effect right, it will work out well. But that wont make the screen gray, lol. You might also try the culldistance (positive) on your emitter in front of camera hack.

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                #8
                I was thinking of attaching the emitter to the player-pivot center, as if it were a weapon. Btw, the particle will hold still if it is Movement>Relative, without traling off. And, if it acts as a weapon somewhat, other players cant see it.

                ...right?

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                  #9
                  Acting like a weapon doesnt make other players not see it, lol. Theres a setting for that, actually. I'm sure it works for emitters.

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