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Weapon particles and FX fixups round 1 #7

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1 of 14 tasks
redrumrobot opened this issue Sep 26, 2018 · 0 comments
Open
1 of 14 tasks

Weapon particles and FX fixups round 1 #7

redrumrobot opened this issue Sep 26, 2018 · 0 comments

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@redrumrobot
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  • verysmallrock: lighting diffuse, small chunks, faster travel
  • blaster: particles don't show up when very close
  • shotgun: small shot holes impact mark, hot slug/shot fade. Fix shell casing eject, model orientation, slower speed, less bounce
  • pain saw: impact particles should fade out not in, 'hot spark' look with smaller sparks
  • rifle: reduce dlight flash, fix brass eject
  • lasergun: recolor lazors and impact particle, smaller and less bright dlight flash on hit (laz0r light is tight)
  • mass driver: Reduce particles to 3 or 6, make them more like a bolt instead of dot, fade out fast, no bounce
  • chaingun: fix brass ejector location (move right and closer to camera) and lower magnitude
  • flame thrower: less uniform scorch mark, start smaller
  • pulse rifle: smaller impact mark
  • lucifer cannon: primary eject fewer and smaller fast primaries only, fade faster. secondary no ejector. primary impact, only primary particles ejected. secondary impact, only red particles ejected
  • lightning gun: new impact marks
  • grenade launcher: smoke trail for launched nade
  • portals: stronger contrast on portals, extend inside of the ring over portal surface (polygonoffset?), offset gfx for imperfect overlap (to fix both-color washout), remove pixel junk at edge of portal ring, fewer orange and blue mini particles with no bounce
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