Model Effects / Model Switching

A forum for discussing map making ideas and problems for the Myth series.
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iron
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Post by iron »

When I blew up the world knots in Nightfall, I had an invisible monster inside each pylon that detonated when made visible & created a ton of dust & world knot debris. When the script created these monsters, it also removed the pylons ... but that also created the mesh holes you're seeing.

So ... with the projectile groups for the monster detonation I added a mesh effect - you know, like the rippling you see with a wight blast, or the smaller one that goes with a satchel popping. Voila, no mesh hole :)
...playing as long5hot on War Thunder
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carlinho
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Post by carlinho »

yep sorry toxyn, I'm dyslexic :oops:, I meant vegas
if you did what you wrote that should do it
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gugusm
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Post by gugusm »

iron wrote:When I blew up the world knots in Nightfall, I had an invisible monster inside each pylon that detonated when made visible & created a ton of dust & world knot debris. When the script created these monsters, it also removed the pylons ... but that also created the mesh holes you're seeing.

So ... with the projectile groups for the monster detonation I added a mesh effect - you know, like the rippling you see with a wight blast, or the smaller one that goes with a satchel popping. Voila, no mesh hole :)
Yeah, that is why Myth is a great game, cause you can make some very clever tricks and solve problems in many ways :)
t o x y n
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Post by t o x y n »

carlinho wrote:yep sorry toxyn, I'm dyslexic :oops:, I meant vegas
if you did what you wrote that should do it
heh np

It worked! Thanks all
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