GrangerHub / GrangerHub/aaa-assets
Weapon particles and FX fixups round 1
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- GLSL
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Description
- [x] 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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