Skinning and Modelling: custom fx?

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lizardkid
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Skinning and Modelling: custom fx?

Post by lizardkid »

once again, i think this was answered, but it was in mapping or something, i havent found it.

how do you make custom fx like fire and explosions for MOH?
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Elgan
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Re: Skinning and Modelling: custom fx?

Post by Elgan »

lizardkid wrote:once again, i think this was answered, but it was in mapping or something, i havent found it.

how do you make custom fx like fire and explosions for MOH?

explosions and what have u are sprites. take a look at the tik and u can see hows its done. they use adummy model and then link to a sprite.

You can make your own sprite and then use it in tiks. make a shader for them also.
lizardkid
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Post by lizardkid »

yep i know all that, what i mean is how do i animate it? is it a gif or a jpeg or targa, and if its jpg or tga, how do i do it?

sorry for being unclear ;)
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Elgan
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Post by Elgan »

lizardkid wrote:yep i know all that, what i mean is how do i animate it? is it a gif or a jpeg or targa, and if its jpg or tga, how do i do it?

sorry for being unclear ;)
you do that suing the shader i believe, u cna also use tiks if ur sexy enough
jv_map
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Post by jv_map »

Yes for a shader tempmodel simply use the shadername as model suffixed with .spr ; you can do e.g.

Code: Select all

client
{
  entry originspawn
  (
    model textures/mytextures/myshader.spr
  )
}
which would use shader textures/mytextures/myshader.

For a model it's even simpler :)

Code: Select all

client
{
  entry originspawn
  (
    model fx/bratwurst.tik
  )
}
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lizardkid
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Post by lizardkid »

still good stuff to know, but what i really need to know is how would i go about making a custom fx? likle the fire, it isnt just a single billboarded image, it animates and flickers. like many Pong programs out there...

in any case, what i mean is how do i actually go about making the thing animate and all that?
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

yes i want to go about making my own FX too, but lizards question, which is the same one i have, wstn answered.
\
How would i make an explosion fx like the grenade? :?
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while (local.player istouching self)
Rookie One.pl
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Post by Rookie One.pl »

Do some 'reverse engineering'. ;) You really can track everything down from the TIKI.
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

ill try that... thx :)
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while (local.player istouching self)
PKM
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Post by PKM »

use this one from city nights_final (gen cobra) that i have used when i wanted an animated custom texture (the example below was adapted and later used for a blinking sign for my philly map) basically it's scripting saying to start at one image and then go to the next and so on....

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//anime by Gen Cobra
textures/cna/shot1
{
   nomipmaps
   nopicmip
   cull none
   force32bit
   surfaceparm nolightmap
   {
      animMap 09 textures/anims/shot2.jpg textures/anims/shot3.jpg textures/anims/shot4.jpg textures/anims/shot5.jpg textures/anims/shot6.jpg textures/anims/shot7.jpg textures/anims/shot8.jpg textures/anims/shot9.jpg textures/anims/shot10.jpg textures/anims/shot11.jpg textures/anims/shot12.jpg textures/anims/shot13.jpg textures/anims/shot14.jpg textures/anims/shot15.jpg textures/anims/shot16.jpg textures/anims/shot17.jpg textures/anims/shot18.jpg textures/anims/shot19.jpg textures/anims/shot20.jpg textures/anims/shot21.jpg textures/anims/shot22.jpg textures/anims/shot23.jpg textures/anims/shot24.jpg textures/anims/shot25.jpg textures/anims/shot26.jpg textures/anims/shot27.jpg textures/anims/shot28.jpg textures/anims/shot29.jpg textures/anims/shot30.jpg textures/anims/shot31.jpg textures/anims/shot32.jpg textures/anims/shot33.jpg textures/anims/shot34.jpg textures/anims/shot35.jpg textures/anims/shot36.jpg textures/anims/shot37.jpg textures/anims/shot38.jpg textures/anims/shot39.jpg textures/anims/shot40.jpg textures/anims/shot41.jpg textures/anims/shot42.jpg textures/anims/shot43.jpg textures/anims/shot44.jpg textures/anims/shot45.jpg textures/anims/shot46.jpg textures/anims/shot47.jpg textures/anims/shot48.jpg textures/anims/shot49.jpg textures/anims/shot50.jpg textures/anims/shot51.jpg 
      rgbgen   global
      //alphagen global
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
   }
}

converted to the script i needed like this...

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//anime by Gen Cobra
textures/spy/sp_eagles_blink
{
   nomipmaps
   nopicmip
   cull none
   force32bit
   surfaceparm nolightmap
   {
      animMap 09 textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg  textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg  textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p1.jpg  textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg  textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg
      rgbgen   global
      //alphagen global
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
   }
}
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