From: Geert Van der Poorten geert@3digit.com
Date: Tuesday, October 17, 2000 02:06 AM
I did a thing like that back in the max2 days :
As Brandon said : use a particle system with instanced objects, but the key to get it "real" is to have a GOOD sound sample.
Set up an audiofloater on the speed value of the particles and play with the sample/threshold till you only get the spikes of the firing gun. Don't forget to adjust the max value.
Only those particles that match the gunshot will get out of the gun barrel.
A gravity space warp to make the shells fall down and some mondo drag will do wonders too...
The problem is that the other particles are now falling through the gun.
To solve this you'll need a deflector with bounce 0 to "contain" the zero_speed shells in the gun.
For further realism :
use the same sound file for :
- a little vertical gun movement
- directional scaling a combustion apparatus
- bullets leaving the gun and impacting on objects..
actually, you can completely automate the whole setup with that 1 sound file, so dive into a SFX lib and get a nice, fat gun/machine gun sound... :-)
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[ Geert Van der Poorten ]
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