Gimme me a hand, plz...
just some steam coming out of a gully ##SOLVED##
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just some steam coming out of a gully ##SOLVED##
it's driving me mad... I can't get it working. I just want some steam coming out of a hole in the floor. Hundreds (well...
) of different steam and smoke models do just nothing (with or without k/v:anim/start) and that fx_steam_pipe-steam starts staming, grows very fast and stops with a console error of "not spawning tempmodel because it is using the world as a brush model". Do I really have to use the script for this? And which steam model is the one I should try? Does it need an angle set?
Gimme me a hand, plz...
Gimme me a hand, plz...
Last edited by wacko on Fri Mar 19, 2004 9:28 pm, edited 1 time in total.
entity
angle -1
classname script_model
model animate/adam-pipe-steam.tik
scale 1.0
targetname my_steam1
It will run all the time unless turned off in the script. Need sound?
classname script_model
model animate/adam-pipe-steam.tik
scale 1.0
targetname my_steam1
It will run all the time unless turned off in the script. Need sound?
tvm, Tom
This is almost perfect, no sound, thanks!
I will just have to find out now, how to make it a bit slower, because it still looks rather "blown" than just raising. hopefully this can be achieved by changing the parameters in the tiki. I already had some interesting results, but nothing coming close to what I want...
BUT:
What's up then with all those fx entities? Will they just work when activated by script? The shermansmoke.tik is working without anything. why?
Is there something to read about tikis to be able to find out which one does (not) work and why?
Going your way, is the targetname a must, even if it won't be turned on/off by script?
This is almost perfect, no sound, thanks!
I will just have to find out now, how to make it a bit slower, because it still looks rather "blown" than just raising. hopefully this can be achieved by changing the parameters in the tiki. I already had some interesting results, but nothing coming close to what I want...
BUT:
What's up then with all those fx entities? Will they just work when activated by script? The shermansmoke.tik is working without anything. why?
Is there something to read about tikis to be able to find out which one does (not) work and why?
Going your way, is the targetname a must, even if it won't be turned on/off by script?
okidoki! I do both, look and post:
first of all: thanks a lot for the help
U may say u didn't tell me much, but atleast u gave me the feeling that it ought to be possible. And it is! My problem in the first tests was that I wasn't aware that all those parameters are working together and so I always got rather strange results
. But now, I changed more of them and this time even with thinking about what they could mean. 
As a basis I took adam-pipe-steam.tik (as Tom suggested) but all those steam.tiks (and smoke) are quite the same. The most important thing was that I had to give the sprites a higher life value when i reduced the velocity.
Here's the tiki for a very calm steam. For anybody who would like to use it, it would be saved as main/models/animated/wacko-gully-steam.tik and could then be found in MOHRad entities/animate/fx. Just place it in your map, give it an angle of -1 (upwards) and a k/v anim/start. In the tiki, you can even give it an opacity of your likings (line alpha) and a custom color (line color).
first of all: thanks a lot for the help
As a basis I took adam-pipe-steam.tik (as Tom suggested) but all those steam.tiks (and smoke) are quite the same. The most important thing was that I had to give the sprites a higher life value when i reduced the velocity.
Here's the tiki for a very calm steam. For anybody who would like to use it, it would be saved as main/models/animated/wacko-gully-steam.tik and could then be found in MOHRad entities/animate/fx. Just place it in your map, give it an angle of -1 (upwards) and a k/v anim/start. In the tiki, you can even give it an opacity of your likings (line alpha) and a custom color (line color).
Code: Select all
TIKI
setup
{
scale 1.0
path models/fx/dummy
skelmodel dummy3.skd
}
init
{
server
{
classname animate
notsolid
rendereffects +dontdraw
}
client
{
cache vsssource.spr
originemitter steam
(
spawnrate 10.00
model vsssource.spr
alpha 0.05
color 0.90 0.9 0.9
scale 0.1
life 8.00
scalerate 2.5
velocity 0.50
randvelaxis range 5 -5 range 5 -5 range 2 -2
accel 0.00 0.00 5.00
fade
)
}
}
animations
{
idle dummy3.skc
start dummy3.skc
{
client
{
enter emitteron steam
// enter loopsound steamloop
}
}
stop dummy3.skc
{
client
{
enter emitteroff steam
}
}
}
/*QUAKED animate_fx_wackos-gully-steam(0.0 0.5 0.5) (-8 -8 -8) (8 8 8)
Wacko's Gully Steam
*/
sprite
Nice work! BTW, that "vsssource.spr" sprite is not really a model. It is a shader in the scripts/sprites.shader file. So, you can even make your own sprites, if needed. Here is the shader for it.
Code: Select all
vsssource
{
nopicmip
surfaceparm nolightmap
spritegen parallel // this line makes it a sprite
noMerge
cull twosided
{
clampmap textures/sprites/vsssource.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
tcMod rotate 20
rgbGen vertex
alphaGen vertex
nextbundle
map textures/sprites/vsssource2.tga
tcMod rotate -20
}
}
-
OMG Diablo
- Lance Corporal
- Posts: 16
- Joined: Sun Mar 07, 2004 7:42 pm
Re: entity
How would this be turned off in the script?tltrude wrote:angle -1
classname script_model
model animate/adam-pipe-steam.tik
scale 1.0
targetname my_steam1
It will run all the time unless turned off in the script. Need sound?
my_steam1
Like this:
$my_steam1 anim stop
Also, "anim start" will restart it. All the animation command words for an entity can be seen by clicking on the Anim: +- buttons in the entity window (key N).
$my_steam1 anim stop
Also, "anim start" will restart it. All the animation command words for an entity can be seen by clicking on the Anim: +- buttons in the entity window (key N).


