Muzzle Flash Lighting: Difference between revisions

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{{Note | In Source 2013, the episodic code version is the only one that will work.}}
{{Note | In Source 2013, the episodic code version is the only one that will work.}}
Edit: Changed the code for the colors, by default it was set to a magenta-ish color. A good muzzle flash color is closer to white, you can try 252, 238, 128 for a realistic washed out yellow.
{{tip | you can try 252, 238, 128 for a realistic washed out yellow color.}}


== Notes ==
== Notes ==
Further work is being made on this idea, the updates will add more visual effects to this idea to create a more realistic and cleaner look to the muzzle flash. The update will only work on the orange box engine
Further work is being made on this idea, the updates will add more visual effects to this idea to create a more realistic and cleaner look to the muzzle flash. The update will only work on the orange box engine
A link will be provided HERE when the new muzzle flash is done
A NOTE FROM GAMERMAN12: I had updated this code so that the lights decay after firing, so you have a flashing effect when shooting machine guns. And it fades so that it's a litle more realistic. Thanks.
A NOTE FROM JDJD_GAMING: i updated this code to add random, color,decay and die


[[Category:Weapons programming]]
[[Category:Weapons programming]]

Revision as of 12:27, 15 November 2023

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This tutorial will show you how to create a muzzleflash that dynamically appears and lights up the world around the player, like in Counter-Strike: Source. These types of lights are called "dlights".

This code was designed for any Orange Box based mod, singleplayer or multiplayer. It also works with NPCs, assuming they work properly.

Warning.pngWarning: Some dynamic props will not be lit when using dlights.
Warning.pngWarning: Too many dlights may result in severe performance losses on low-end systems. When coding for lighting, dlights should be used sparingly.
Note.pngNote: From Slam12f, even better to can write a console command to enable or disable dlights. It is easy to implement with help. Use static ConVar.
Note.pngNote: The quality of dynamic lights depends on the lightmap scale.

Implementing Dlight-based Muzzleflashes

The coding begins! Only a few minor changes are needed here to make muzzleflashes look better than ever.

First off, open up c_baseanimating.cpp and search for the function void C_BaseAnimating::ProcessMuzzleFlashEvent()

Vector vAttachment;
QAngle dummyAngles;
GetAttachment( attachment, vAttachment, dummyAngles );

// Make an elight
dlight_t *el = effects->CL_AllocElight( LIGHT_INDEX_MUZZLEFLASH + index );
el->origin = vAttachment;
el->radius = random->RandomInt( 32, 64 ); 
el->decay = el->radius / 0.05f;
el->die = gpGlobals->curtime + 0.05f;
el->color.r = 255;
el->color.g = 192;
el->color.b = 64;
el->color.exponent = 5;

Valve went a little crazy here and the result was a seemingly ugly muzzleflash. This tutorial is all about making things pretty, so lets change that. Replace the entries above with this:

			Vector vAttachment, vAng;
			QAngle angles;
#ifdef HL2_EPISODIC
			GetAttachment(1, vAttachment, angles); // set 1 instead of "attachment"
#else
			GetAttachment(attachment, vAttachment, angles);
#endif
			AngleVectors(angles, &vAng);
			vAttachment += vAng * 2;

			dlight_t *dl = effects->CL_AllocDlight(index);
			dl->origin = vAttachment;

			// Original color values
			int originalR = 231;
			int originalG = 219;
			int originalB = 14;

			// Randomize color components within the range of +/- 20
			dl->color.r = originalR + random->RandomInt(-20, 20);
			dl->color.g = originalG + random->RandomInt(-20, 20);
			dl->color.b = originalB + random->RandomInt(0, 0);

			// Randomize the die value by +/- 0.01
			dl->die = gpGlobals->curtime + 0.05f + random->RandomFloat(-0.01f, 0.01f);
			dl->radius = random->RandomFloat(245.0f, 256.0f);

			// Randomize the decay value
			dl->decay = random->RandomFloat(400.0f, 600.0f);
Note.pngNote: In Source 2013, the episodic code version is the only one that will work.
Tip.pngTip: you can try 252, 238, 128 for a realistic washed out yellow color.

Notes

Further work is being made on this idea, the updates will add more visual effects to this idea to create a more realistic and cleaner look to the muzzle flash. The update will only work on the orange box engine