![]() ![]() Note: This addon pack is not made for low end PC's, I myself have an MSI GTX 1060 6GB and a intel core I5 8500K with 16GB ram, If you complain about massive FPS drops or the mods not fully working in game, you either have a potato PC or you already have addons installed before adding this collection into your game, I would recommend looking into your addons if something is incompatible/not working in your game. RECOMMENDED: Use either reshade when using this collection or if you have an NVIDIA graphics card, use NVIDIA freestyle, I myself use NVIDIA Freestyle with options from reshade integrated into it. I also added in a few maps that blend that are great to try out with this collection, You are not forced to install them in order for the collection to work, they are just optional. It also includes playermodels that fit well with the theme this collection has. This pack includes weapons from insurgency,EFT,COD and other types of weapons. Google Video and YouTube and other places like gunnutz have plenty of clips.Here it is, the all in on realism package for GMOD. My best suggestion is to watch some automatic weapons firing, and decide what you want to do. You’ll do the same to control the gas and flame escape, but either by scaling, moving, or making the material transparent (or a combination). (cyclic rate 600 rounds/min)… to get faster than that, you will be overlapping frames so the light won’t even flicker at 30fps, and you’ll have to trick it. Try a lamp IPO controlling the intensity, like a saw wave instant on, but fade down over 2 frames… that will give you a slower machine gun effect, like an H&K UMP45. Make a light at the muzzle, and as I said, make the light intensity 0.0 until your weapon fires, then bump the light intensity to 5 or so, and off again in a couple frames, you’ll have to play with it to get the effect you want as a real muzzle flash is over and done in a couple milliseconds but your eyes see it for about half a second due to something called persistence of vision (yes, that’s why the raytracer is named that.) If your weapon doesn’t use a flash suppressor then your burst doesn’t need much geometry, just an elongated teardrop with a halo texture as the flash, and a burst of light… (even creepier, you can link the animation to the trigger mesh so that when the trigger is “pulled” it starts the bullet motion sequence.) ![]() Most people stretch a cube or just a 2 vertex, 1 edge plane and add motion blur to that, because why waste the vertices on details no one can see?Īs for animating them whichever way you go, you can loop the curve(s) the control the projectile animation. ![]() So if your scene is big enough to see it, the bullet will be too small to see. ![]() 223 57 grain round leaves the muzzle around ~850m/sec… it’s going to move about 28m per frame. The best way is to make some geometry, with halo textures like an explosion, and put a really REALLY bright lamp at the muzzle, turned on for only a frame or three so it illuminates the area when the shot is fired.īullets? Well, technically you can’t animate it, considering a. On the other hand if you’ve got a mosix cluster of AMD 64 x2 4600s and you’re rendering NTSC DVD, then you can be as detailed as you want…Īs for how you need to see a muzzle flash first. First, Game Engine or rendered frame animation, and low or high poly count, and how much horsepower? If you’ve got a PIII and you want 1080i photorealistic output, better keep it damn simple. ![]()
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