AtomicTorch Studio Forums

VoidExpanse => Modding info => Topic started by: Hammish on April 03, 2015, 09:15:36 AM

Title: Updating issues
Post by: Hammish on April 03, 2015, 09:15:36 AM
Heya guys.  Long time, no speak. ;)

Trying to get BTC updated now that the final version (for now, at least!) has been released.  Figured I'd reserve a page here for issues I run into as I try to work with some of the new settings.

Largest issue I am running into thus far: can you no longer attach trails to non-model projectiles?  Previously I was able to put trail effects on even sprite projectiles (I actually like the effect) but now, with the release version, they only seem to work if I have a model and skin set?  I'm hoping this isn't the case and that I'm just screwing something up, but I saw the update about a physics-based particle system and thought maybe that was responsible.

Other than that, thus far, I really love all the changes since I stepped away a bit.  Kudos to all the folk at AT. :)
Title: Re: Updating issues
Post by: ai_enabled on April 03, 2015, 09:22:15 AM
Hi!
Yes, it seems we've removed this feature during refactoring, but we can recover it in the future releases.

Regards!
Title: Re: Updating issues
Post by: Hammish on April 03, 2015, 09:07:13 PM
Okay!  If you ever do, if you remember, try to mention it.  I miss putting trails on shots for a bit of extra graphical glory.  In the interim I just got around it by taking off the sprite on certain projectiles and using a teeny, barely-visible missile and then putting a trail on it; it just looks like the trail is the shot instead. :)
Title: Re: Updating issues
Post by: Hammish on April 07, 2015, 09:47:23 PM
A second question for when you guys have a moment, related to the above: is the hitbox attribute of a projectile used only if that projectile is a sprite or ray?

One of the cooler effects I have been able to produce is using a micro-sized model with trails attached to give a plasma-like effect of seeing just the trail, but it seems to be having issues clipping through targets.  Not sure if it's because of issues with the local server (lag of a sort) or because it's attempting to use the true 3D hitbox of the projectile (which is micro-sized, I think I currently have the scale set to about 0.001, making it effectively invisible).