Question and answer...
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Question and answer...
I think it best if I start using just one thread to ask about everything, as it seems I have an endless supply of questions
that being said, is it possible to have alternate fire sounds for a weapon? I tried fireSound1 and altFireSound, but that didn't work.
that being said, is it possible to have alternate fire sounds for a weapon? I tried fireSound1 and altFireSound, but that didn't work.
- General BlackDragon
- Flying Mauler
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- Joined: Sat Feb 19, 2011 6:37 am
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Re: Question and answer...
nope only one sound, except on taggun and maybe chargegun. but thats only a diff sound each charge state and on the tag round
Re: Question and answer...
can somebody give me an example explosion odf that leaves a texture behind? I want the explosion to leave behind this texture, but I'm having problems getting it to show up properly...

also, if whoever doesn't mind, I'd also like an emitter, or something that will flash 4 textures, one at a time, but alternating... If they could be in different positions each time they emit/show/whatever, that would be great...

also, if whoever doesn't mind, I'd also like an emitter, or something that will flash 4 textures, one at a time, but alternating... If they could be in different positions each time they emit/show/whatever, that would be great...
Last edited by Josiah on Thu May 26, 2011 4:09 pm, edited 1 time in total.
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- Thunderbolt
- Posts: 158
- Joined: Sat Feb 19, 2011 6:39 am
Re: Question and answer...
I'm not sure what you mean, but if you want it to leave like a scorchmark then draw_planar with a highish lifeSpan would do the trick.
Here's the mortar ground explosion file
the Ring section is what you want to look at. Although you'll need to use a different blending method, since IIRC grndchar.tga is white on transparent.
Here's the mortar ground explosion file
Code: Select all
// =============
// MORTAR GROUND EXPLOSION
// =============
[ExplosionClass]
classLabel = "explosion"
///////////////////////////////
particleTypes = 6
particleClass1 = "xgasgnd.shock"
particleCount1 = 1
particleVeloc1 = "0.0 0.0 0.0"
particleClass2 = "xgasgnd.cloud"
particleCount2 = 1
particleVeloc2 = "0.0 10.0 0.0"
particleClass3 = "xgasgnd.flame"
particleCount3 = 2
particleVeloc3 = "0.0 10.0 0.0"
particleClass4 = "xgasgnd.light"
particleCount4 = 1
particleVeloc4 = "0.0 0.0 0.0"
particleClass5 = "xgasgnd.ring"
particleCount5 = 1
particleVeloc5 = "0.0 0.0 0.0"
particleClass6 = "xgasgnd.posroll"
particleCount6 = 8
particleVeloc6 = "5.0 0.0 5.0"
///////////////////////////////
explSound = "mort02.wav"
damageRadius = 50.0
damageValue(N) = 100 // none
damageValue(L) = 50 // light
damageValue(H) = 5 // heavy
damageValue(S) = 50 // standard
damageValue(D) = 100 // deflection
damageValue(A) = 5 // absorbtion
///////////////////////////////
[Shock]
simulateBase = "sim_null"
lifeTime = 0.3
renderBase = "draw_sphere"
textureName = "vsmoke.tga"
textureBlend = "one one modulate"
startColor = "255 255 63 127"
finishColor = "255 0 0 0"
startRadius = 3.0
finishRadius = 60.0
animateTime = 0.3
latitudeBands = 8
longitudeSegments = 16
[cloud]
simulateBase = "sim_dust"
lifeTime = .5
renderBase = "draw_emit"
emitName = "xgasgnd.cloudemit"
emitDelay = 0.5
emitVelocity = "0.0 3.0 0.0"
emitVariance = "0.0 1.0 0.0"
[cloudemit]
simulateBase = "sim_smoke"
lifeTime = 2
renderBase = "draw_twirl"
textureName = "smoke.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "0 0 0 255"
finishColor = "0 0 0 0"
startRadius = 3
finishRadius = 6
animateTime = 2
[flame]
simulateBase = "sim_smoke"
lifeTime = 0.1
renderBase = "draw_emit"
emitName = "xgasgnd.flameemit"
emitDelay = 0.1
emitVelocity = "0.0 3.0 0.0"
emitVariance = "0.0 0.0 0.0"
[flameemit]
simulateBase = "sim_smoke"
lifeTime = .5
renderBase = "draw_twirl"
textureName = "flame2.tga"
textureBlend = "one one modulate"
startColor = " 255 255 200 255"
finishColor = "255 0 0 0"
startRadius = 0
finishRadius = 4
animateTime = .5
rotationRate = 5
[Light]
simulateBase = "sim_null"
lifeTime = 0.5
renderBase = "draw_light"
startColor = "255 255 63 255"
finishColor = "255 0 0 0"
startRadius = 60.0
finishRadius = 60.0
animateTime = 0.5
attenuateConstant = 0.0
attenuateLinear = 1.0
attenuateQuadratic = 0.0
[ring]
simulateBase = "sim_null"
lifeTime = 10
renderBase = "draw_planar"
textureName = "grndchar.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "10 10 10 255"
finishColor = "10 10 10 0"
startRadius = 6.0
finishRadius = 6.0
animateTime = 5
[posroll]
simulateBase = "sim_dust"
lifeTime = 3
renderBase = "draw_twirl"
textureName = "smoke.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "32 32 32 255"
finishColor = "127 127 127 0"
startRadius = 2
finishRadius = 1
animateTime = 3
rotationRate = 2
Re: Question and answer...
yep, that's it, thanks...Shadow Knight wrote:I'm not sure what you mean, but if you want it to leave like a scorchmark then draw_planar with a highish lifeSpan would do the trick.
-snip-
edit: well here's a problem: I can't seem to get it close to black, w/o it turning transparent...
Code: Select all
[Scorch]
simulateBase = "sim_null"
lifeTime = 50
renderBase = "draw_planar"
textureName = "scorch02.bmp"
textureBlend = "one one modulate"
startColor = "20 14 11 255"
finishColor = "20 14 11 100"
startRadius = 32
finishRadius = 32
animateTime = 50
- General BlackDragon
- Flying Mauler
- Posts: 2408
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Re: Question and answer...
You have to make it in the alpha channel, and then use this textureblend: srcalpha invsrcalpha modulatealpha
Re: Question and answer...
yah, I just figured that out. I compared grndchar.tga and my texture, and tried to duplicate them, and failed miserably, until I tried making scorch02 a tga instead of a bmp... works great!
Re: Question and answer...
now, I'm working on the sparks, and I have this:
I want sparks to fly in all directions, pretty far. I don't know if I need 4 different particle emitters for the 4 sides, or, if there's some other way to do it. If I have to have 4 emitters, then I'll have to bring down the individual particleCount, but if there's some other way, please fill me in.
edit: also, if it's possible to have really small smoke trails on each spark, that'd be awesome. I'm thinking some sort of draw_trail, but I'm not sure how to attach it to the spark...
Code: Select all
particleClass2 = "xibt1pgxpl.spark"
particleCount2 = 15
particleVeloc2 = "250 500 0"
particleVarience2 = "250 250 250"
[Spark]
simulateBase = "sim_ember"
lifeTime = 5
renderBase = "draw_twirl"
textureName = "ysparks01.tga"
textureBlend = "one one modulate"
startColor = "255 255 255 255"
finishColor = "255 255 255 0"
startRadius = .5
finishRadius = .5
animateTime = 5
rotationRate = 0
edit: also, if it's possible to have really small smoke trails on each spark, that'd be awesome. I'm thinking some sort of draw_trail, but I'm not sure how to attach it to the spark...
- Zero Angel
- Attila
- Posts: 1536
- Joined: Mon Feb 21, 2011 12:54 am
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Re: Question and answer...
You misspelled 'variance', in your ODF.
Re: Question and answer...
well, either way I spell it, it doesn't make a difference...
Re: Question and answer...
anybody know where lizard's map making tut is? specifically, how to use the environment tab?
- MrTwosheds
- Recycler
- Posts: 3059
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Re: Question and answer...
It will, one way it won't work...well, either way I spell it, it doesn't make a difference...
particleVeloc2 = "250 500 0"
particleVarience2 = "250 250 250"
The velocity is an xyz value left/right up/down towards/away (from your viewpoint) in meters per second.
Those values look a bit big, some of the embers will be 2500 meters up at the end of the 5 seconds and probably out of the range where bz2 will bother to draw them.
try something like this
particleClass1 = "xhvartilc.streamer"
particleCount1 = 24
particleVeloc1 = "80.0 80.0 80.0"
particleBias1 = "0.0 18.0 0.0"
[streamer]
simulateBase = "sim_ember"
lifeTime = 2.0
renderBase = "draw_trail"
textureBlend = "one one modulate"
startColor = "255 127 0 255"
finishColor = "255 0 0 0"
startRadius = 0.05
finishRadius = 0.0
trailTime = 2.0
segmentTime = 0.5
Re: Question and answer...
A neat trick you can do with ground chars, if they use the "srcalpha invsrcalpha modulatealpha" blend type, is make the alpha value in the start colour something really high, like 5000.
They won't look any different, but they will stay solid for longer, and "fade out" closer to the end of their lifespan. I do it quite a lot for my planars.
Oh and the best way to get embers going in all directions, only give them an upward velocity, then use "variance" to send them in all directions. Something like what twosheds has done above.
They won't look any different, but they will stay solid for longer, and "fade out" closer to the end of their lifespan. I do it quite a lot for my planars.
Oh and the best way to get embers going in all directions, only give them an upward velocity, then use "variance" to send them in all directions. Something like what twosheds has done above.
Re: Question and answer...
my my, seems I've been out of it for awhile... darn the job I got!
anyways, is it possible for shields to have team filters in sp? how about weapon filters? team weapon filters? I'm kinda wanting something that will block a certain amount of damage from enemy weapons, but not restrict vehicle movement, and then require a recharge time till it turns back on.
am I looking at a ton of dll stuffs, or is the newer patches have some nifty plug somewheres?
anyways, is it possible for shields to have team filters in sp? how about weapon filters? team weapon filters? I'm kinda wanting something that will block a certain amount of damage from enemy weapons, but not restrict vehicle movement, and then require a recharge time till it turns back on.
am I looking at a ton of dll stuffs, or is the newer patches have some nifty plug somewheres?