Quote:
Originally posted by Jeff;217043
I'm not sure what 3d app they are using, but in Maya all you have to do is make the object the emitter of particles and then tweak the particle node to get the look you want. Changing emission rate and color intensity shouldn't be a big deal.
The emitters are actually part of the Unreal engine, although the textures are obviously created by our artists. On the other hand, the emitters don't work the same as placing a single emitter down in the world. They emit once at every vertex of the cage and then die; their respawn isn't determined by the actual emitter but, rather, the Unreal action. They can be customized according to weapon model but every custom particle needs to be a different action and then all of those custom actions need to be individually attached to each EMFX mesh/model.
To give you an idea, we have 350 or so weapon models last I checked. Each one of those currently has 75 variations of shaders and particles (and I still haven't added any shader + particle combinations with the newer particles). While a good majority of those are fine, combinations like that bow exist because I haven't had time to finely tune the outliers. Additionally, each particle cage on each weapon model has a differing number of vertices, which makes the tweaking that much more time consuming. Combine all of that with the fact that the UnrealED can be quite annoying or finicky and it gets to be a monster task
That's not to say that you don't have the right to hairyass me, Balouch. The bow having that neon yellow outline is quite my fault and I'll make sure to remedy it
Weiterlesen...
Lesezeichen