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[Effects] Laser Trails

Discussion in 'Infiltration Development' started by UN17, Apr 15, 2006.

  1. Vega-don

    Vega-don arreté pour detention de tomate prohibée

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    a laser doesnt leave a trail.

    or its not the laser im used too
     
  2. yurch

    yurch Swinging the clue-by-four

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    Naturally periodic hand-wavers or whatever you would want to call them are part of the 'impulses' generated. ;)
     
  3. UN17

    UN17 Taijutsu Specialist

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    Wow... You've never seen a laser trail? It works on the same principals as motion blur and persistence of vision. If you wave your fingers really fast infront of your eyes can you see each finger? Or do they blur? Do the same with a flash light in your eyes. You should be seeing long lines of white light. (DON'T do it with a laser in your eyes. Do it with a laser against a wall.) If you don't see any blurring, then your eyes have superhuman refresh speeds. Probably not common, but not impossible, given the wide variety of human mutations.

    Oh, I forgot about this video for UN_Lasers & Yurchian Vector guns in action.

    Edit: Freshmeat, could you post a video of your hand laser against a wall at X feet (20 sounds good)? That would be an interesting video to watch! Also, do you think you could capture a laser trail on video for Don? He's never seen one!
     
    Last edited: Apr 17, 2006
  4. Psychomorph

    Psychomorph  

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    UN17, these laser things are awesome.
     
  5. UN17

    UN17 Taijutsu Specialist

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    100% Awesome! 100% Useless! It's just eye candy. But I like candy.
     
  6. Psychomorph

    Psychomorph  

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    If you make the laser beeing visible as a clear greenish/whiteish line with NVG's, we will come a bit closer to the term "modern combat".
     

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    Last edited: Apr 17, 2006
  7. UN17

    UN17 Taijutsu Specialist

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    I can do that but there's one problem. There is no gun muzzle in INF. Bullets are spawned from "the general direction" of the gun. So the laser, if I made it go from the gun to it's target, would look like it's coming out of your shirt button, or your elbow, or your head, depending on where you're standing.

    That, and thanks to lag, it wouldn't look too good online since the traces for every bot/player wouldn't be sent to you 60 times a second. Maybe 2-4 times a second.

    Maybe on a better engine with an actual "attachpoint" or bone for bullets and lights/lasers to spawn from :)
     
  8. geogob

    geogob Koohii o nomimasu ka?

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    Well... well... lets see if we can attach it to the 3rd person hand bone...
     
  9. ant75

    ant75 aaaaaaaaaaaaaaaaa

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    This video i just saw really looked like how i imagined a lazer would behave while walking with it. I wish it could be implemented.
     
  10. keihaswarrior

    keihaswarrior New Member

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    Yes yes, we need:
    RAv4 + RealTargets + LaserTrails + WP1.5 w/tac light blinding [​IMG]
     
  11. ravens_hawk

    ravens_hawk New Member

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    I came.

    But really, it's not useless. Having trails means you can follow where the laser is going and actually know where you're pointing. Instead of playing follow the bouncing ball...
     
  12. yurch

    yurch Swinging the clue-by-four

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    Depends on if the muzzleflash functions/positions are native/hidden or not...
     
  13. -Freshmeat

    -Freshmeat Eternally noob

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    It seems that I have mislaid the extracted data :rolleyes: I will redo the graphs ASAP.

    The attached zip-files are videos compressed from the original, but should be good enough to get a picture of what is going on. I have no training with rifles, so an accomplished shooter would probably do it better. The distance to the target is ~5 m, and the distance between the white lines is 0.10 m. The rifle in question was an 3,5 kg air rifle. First video is from standing position, the other is from resting on a table. Lastly, apicture of the setup.

    I would not expect less from someone like you. My point was that the harmonic functions did a good approximation of a sight bob with much less computational power.
     

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  14. yurch

    yurch Swinging the clue-by-four

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    Linear movement, maybe, but the impulses can be defined over a much larger and more interesting set of actions. Computational power is a suprisingly small concern. ;)
     
  15. UN17

    UN17 Taijutsu Specialist

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    Great little movies Freshmeat :) I was quite surprised at how much tremble you had with your laser supported! It was almost as high as standing! What I don't get from your classroom photo is where the target is, and where were you standing? I don't see the distance involved in your experiment! 20 feet?

    The attached screenshot is for Psychomorph. Aside from resizing 50%, there was no photoshopping. The direct visible beam effect can be done, BUT, not efficiently without better technology.

    1) The beam was coming out of the player's ****. It was hilarous! I guess that's the center point of the model... Anyways, fixed that so it would shoot from the same point as where bullets are spawned.

    2) Even when I have it spawned where bullets spawn, it's not aligned to the weapon. It's about 4 inches off. If I lean or look up/down, the shift is even greater. So it doesn't look good in 1st or 3rd person.

    3) Because UT99 does not support mesh distortion, the laser has to be made out of a chain of smaller meshes. At distances up to 20 ft, that's ok. It's only around 40 meshes. At distances like across RTK, crash.

    So, I did the test, took only 15 minutes to do. Can it be done? Absolutely. Will it look like your photoshop job? Close. Can I do it right now without a modeller to make me several meshes ranging from 0.1m, to 100m? Nope. :)

    This coding experiment has become a fun lesson for me in particle systems, though a very basic one at that. Yay!
     

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  16. UN17

    UN17 Taijutsu Specialist

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    And to think, all this work with particles, dividing distances and assigning meshes/dots as they fit to that distance, can be skipped if only there was a simple function like:

    Laser.SetMeshLength(100000);
     
  17. geogob

    geogob Koohii o nomimasu ka?

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    why don't you make this simple function :p
     
  18. UN17

    UN17 Taijutsu Specialist

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    Is that a joke? I can't make it because UT99 doesn't support mesh distortion. Didn't I just say that? :) It only has DrawScale, which is uniform growth, not growth along 1 axis!
     
  19. geogob

    geogob Koohii o nomimasu ka?

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    lets figure out a way do to mesh distortion then ;)
    Just a thought... maybe it's possible with skeletal meshes.

    On import, you have the following directives for skeletal meshes...

    Code:
    #exec MESH  ORIGIN MESH=Weapon_1st X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0
    #exec MESHMAP   SCALE MESHMAP=Weapon_1st X=1.0 Y=1.0 Z=1.0
    Maybe that SCALE attribute on skeletal meshes can be change on the runtime, not just in the EXEC directives. I will investigate.
     
    Last edited: Apr 18, 2006
  20. UN17

    UN17 Taijutsu Specialist

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    If you could change it in the runtime, you would be a) Proving Unreal Wiki wrong, b) Making my life much easier. :)
     

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