Yeah, I do mine by making them part of the FP arm/FP weapon models, exploiting animations and functions.
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Yeah, I do mine by making them part of the FP arm/FP weapon models, exploiting animations and functions.
Yep, CAD saw the idea in an earlier EVO build, and obviously he stole it for the RL and such.
But yea, you model your reticle (or make it a plane with the crosshair texture) and link it to its own frame, which will control the movement, rotation, and scale of the reticle when its doing whatever. Ill make a quick video of the last evo build for halo.
Thanks for all the help, does anyone have any idea on how to shrink the first person model :|
ummm..ya, metroid already had the same/similar ideas when working with the hud. so neither of you are the first. anyways...i guess you could make a simple square or circle in max and uv an animated bitmap on it. i dunno...depends on what you're good at - animation in max or bitmaps and shaders in guerilla.
~Oxy
No, you can have rotational shader animations.
penguin, couldn't u use something similar to the water shaders? like a sequence of multiple bitmaps - starting with the normal crosshair and then rotate it consistantly for the bitmaps next in the sequence? that could be a possibility, but it would be much easier to model it into the fp. although, you could make it very simple and just make like 8 bitmaps and rotate it 45 degress each time...
can the shaders for a crosshair be set up that way though? i dunno...i's a N3WB!
-Scooby
hm, i dunno, i never took the time to look at the water shader. although it's easier to do it in fp. that's how bungie did on the gun itself.
Notice how I don't understand what you all are saying because I'm a noob
edit: also does anyone know how I can make the lasrs damage vehicles like a banshee while someone is in it? I have it so it detonates in the damage_effects but the vehicles and people get sent a little to far... a little to far as in 10000 feet. What should I set my damage effects to?