LarryG on 4/9/2013 at 15:39
Bummer.
Maybe you picked the wrong vhot for the flame? You know that you can display the vhots on objects in NewDark? The command is, oddly enough, show_vhots. It's a toggle.
If there is no better vhot, then you need to edit the model and add a vhot where you want it.
R Soul on 4/9/2013 at 16:06
It's just a characteristic of bitmaps. They always line up with the camera. That's fine for snowflakes and coronas, but not so good for things like narrow flames. :(
Beltzer on 4/9/2013 at 17:05
Ok. thanks for the replies. Too bad, it looks really good.
ZylonBane on 4/9/2013 at 19:00
From the NewDark release notes:
Quote:
Changed Prop: Renderer->"Bitmap Worldspace"
-------------------------------------------
New param "Flags" was added, with following flags:
"Double sided" - Bitmap is visible from both sides (the backside will appear mirrored).
"Flip backside UV" - Mirror texture coordinates on backside of a "Double sided" bitmap (text would be
readable).
"Lit" - Apply object lighting to bitmap object.
"Face camera (axial)" - Bitmap always faces camera while rotating around the image's Y axis. "No UV Tiling" - Disable UV tiling (not visible in editor, only in-game).
LarryG on 4/9/2013 at 19:17
Found this in the NewDark Modders Notes:
Quote:
Changed Prop: Renderer->"Bitmap Worldspace"
-------------------------------------------
New parameter "Flags" was added, with following flags:
"Double sided" - Bitmap is visible from both sides (the backside will appear mirrored).
"Flip backside UV" - Mirror texture coordinates on backside of a "Double sided" bitmap (text would be
readable).
"Lit" - Apply object lighting to bitmap object.
"Face camera (axial)" - Bitmap always faces camera while rotating around the image's Y axis.
"No UV Tiling" - Disable UV tiling (not visible in editor, only in-game).
New parameter "Axial Fade" that enables alpha fade out when the viewer gets closer to being parallel with the axis
of rotation on a "Face camera (axial)" bitmap. Useful for certain effects, like light beams, to make the bitmap
invisible when the viewer is at an angle where the flatness and face-the-camera effect would become too jarring.
When "Axial Fade" is 0 the fade effect is disabled. Increasing the value, up to 1.0, increases the angle (from the
axis) at which fade out begins.
It might be worth a look and playing around with the settings.
Edit: ZB beat me to it :p
ZylonBane on 4/9/2013 at 19:24
17 minutes later? Dude...
LarryG on 4/9/2013 at 20:11
I had a RL work related call in the middle of editing the response, alright? Sheesh! :o
Beltzer on 4/9/2013 at 21:01
Quote Posted by ZylonBane
From the NewDark release notes:
Thanks for the tip. But its not working for me.
ZylonBane on 4/9/2013 at 21:12
The feature does work. So, whatever you're doing wrong... don't do that.
The candle flame is a bitmap worldspace object, yes?