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Better particle system

One of the features I really needed was a better particle system. The new MY_ALPHA parameter (planned for A5, but already available in the beta) solves the problem.

Let’s take a look at the action that uses the new MY_ALPHA feature:

function smoke_moving ()
{
IF (MY_AGE == 0)
{
MY_MAP = smokee_map;
MY_TRANSPARENT = 1;
MY_SPEED.X = smoke_speed.X + RANDOM (2);
MY_SPEED.Y = smoke_speed.Y * RANDOM (2);
MY_SPEED.Z = smoke_speed.Z;
MY_SIZE = RANDOM (100) + 100;
}
MY_ALPHA = MAX (0, 100 - 1.5 * MY_AGE);
IF (MY_AGE >= 70) {MY_ACTION = NULL;}
}

MY_ALPHA changes from 100 to 0, as the particle grows old. If you EMIT a particle and use this action, you’ll get a great looking smoke; a small sized shot is available on the main page.
 

High precision models

Complex animated models are sometimes distorted because their vertices coordinates are stored in a 256x256 grid. A new “High Prec” option will be available in Med. High Prec models will eat more memory, but will work fine for large, complex animated models.

 

 

Better fog control

A4 can create big outdoor levels. If you want to create huge outdoor areas, you should add fog to your level. Low fog levels are calculated smoother than before, allowing for distance haze in huge levels at camera.fog values below 1.

 

 

Ent_vertex

This new instruction can serve many purposes:
- Add a “blood” spot at hit point;
- Combine animated models (player with sword, player with shield, player with sword and shield, etc). You have to animate the models together (animate the player with the sword, then save the animated player and the sword as different models, etc).
- Change the animation frames for a model that was hit in a certain area (like in Soldier of Fortune, etc).
- Etc.