Dragon Ball Aura?

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Is there anyway to make the Aura effect of Dragon Ball or something similar?

Like in this video: Min exactly 1:41, that Red Aura.

I was searching about sprites, but I didn't find any. Maybe a model can be possible?
 
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maybe try checki Earth's Special Forces sprites files ?
 
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raulitop, That's possible, but maybe better way would be to use a model?

Here's repainted sprite and model.

Model have five skin families(5 different colors) and two body groups(up and down).
 

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raulitop, That's possible, but maybe better way would be to use a model?

Here's repainted sprite and model.

Model have five skin families(5 different colors) and two body groups(up and down).
Thanks about model, but there are some problems. It's really very big and shows black background.
I created the model, moved backward and take a screenshot. (1)

Also, compare to sprite (2)
Where is the repainted sprite? Maybe you forgot to attach it
 

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Well Thanks. Model is again too big, but that sprite is what I need.

Solved.
 
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raulitop, Yeah I saw that and have done some tests.

I've tried to resize the model and create aura effect plugin.

Sorry about the code, it may be inefficient, but I was just not sure has your server ReAPI or not.

Код:
#include <amxmodx>
#include <fakemeta_util>

new const AURA_MODEL[] = "models/aura/aura_fixed.mdl";

enum
{
    WHITE_AURA = 0,
    GREEN_AURA,
    PURPLE_AURA,
    RED_AURA,
    YELLOW_AURA
};

new AllocString_InfoTarget;

public plugin_init()
{
    register_clcmd("say /createaura", "CreateAura");
    register_clcmd("say /removeaura", "RemoveAura");

    AllocString_InfoTarget = engfunc(EngFunc_AllocString, "info_target");
}

public plugin_precache()
{
    engfunc(EngFunc_PrecacheModel, AURA_MODEL);
}

public CreateAura(iPlayer)
{
    new iEntity = engfunc(EngFunc_CreateNamedEntity, AllocString_InfoTarget);

    if(!iEntity) return FM_NULLENT;

    set_pev(iEntity, pev_classname, "ent_aura");
    set_pev(iEntity, pev_movetype, MOVETYPE_FOLLOW);
    set_pev(iEntity, pev_owner, iPlayer);
    set_pev(iEntity, pev_aiment, iPlayer);
    set_pev(iEntity, pev_skin, RED_AURA);

    engfunc(EngFunc_SetModel, iEntity, AURA_MODEL);

    set_entity_anim(iEntity, 0);

    return iEntity;
}

public RemoveAura(iPlayer)
{
    static iEntity; iEntity = fm_find_ent_by_owner(FM_NULLENT, "ent_aura", iPlayer);
    if(pev_valid(iEntity)) set_pev(iEntity, pev_flags, FL_KILLME);
}  

stock set_entity_anim(iEntity, iSequence)
{
    set_pev(iEntity, pev_frame, 1.0);
    set_pev(iEntity, pev_framerate, 1.0);
    set_pev(iEntity, pev_animtime, get_gametime());
    set_pev(iEntity, pev_sequence, iSequence);
}
 

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