A map for a model - support FX ????

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mcunha98
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A map for a model - support FX ????

Post by mcunha98 »

People,

Based on last thread i post , when i maked a static model correctly using a .map instancied into a model i see a opportunity...

Imagine for sample, a torch, where i have the base of torch static and external modeled and a join with FX -> Fire -> blablabla...

Is possible ? :?
lizardkid
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Post by lizardkid »

you can make a prefab with them, but i doubt you can combine two models to come up when you use the spawn menu.
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mcunha98
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Post by mcunha98 »

lizardkid wrote:you can make a prefab with them, but i doubt you can combine two models to come up when you use the spawn menu.
Lizard, the idea not is make a common prefab, but yes understand the process of model + fx (as destroyed Flak88 model, it have a smoke and fire effect for model, how ?) :roll:
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bdbodger
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Post by bdbodger »

it is written into the clent area of the tik usually for destroyed models like the models/vehicles/tigertank_d.tik or the models/statweapons/flak88_d.tik you should be able to do what mcunha98 is thinking if there is a tag in the model to use . They used sections like this

tagemitter tag_barrel sparks1a
(
spawnrate 7.00
model fire_ring2.spr
alpha 0.80
color 1.00 1.00 1.00
scale 0.10
life 3.00
scalerate 1.00
accel 0.00 0.00 30.00
friction 1.00
offsetalongaxis crandom -10 crandom -10 crandom -10
scalemin 0.04
scalemax 0.10
fade
fadein 0.000000
)
Image
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mcunha98
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Post by mcunha98 »

When you tell is a tag in the model to use what is this ?
A fx dummy model ?

Imagine a model destroyed with a .map file (to turn into a static model), in this .map if i put a (for sample) fx->smoke->blablabla... is work or i crash the game ?
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bdbodger
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Post by bdbodger »

A tag is a bone or in milkshape a joint . The thing I posted was scripting for a tagemitter done inside of the tik . Another way you can do this of course is to attach a model to your model with the attachmodel statement in your level script .
attachmodel( String modelname, String tagname, [ Float scale ], [ String targetname ], [ Boolean detach_at_death ], [ Float removetime ], [ Float fadeintime ], [ Float fadeoutdelay ], [ Float fadetime ], [ Vector offset ] )
attach a entity with modelname to this entity to tag called tagname.
scale - scale of attached entities
targetname - targetname for attached entities
detach_at_death - when entity dies, should this model be detached.
removetime - when the entity should be removed, if not specified, never.
fadeintime - time to fade the model in over.
fadeoutdelay - time to wait until we fade the attached model out
fadeoutspeed - time the model fades out over
offset - vector offset for the model from the specified tag
the String tagname is a bone or joint in your model you would use the scale key and offset key to position the model you are attaching such as the static/fire.tik where you want it attached .

A third way to do it is to put the bone in your model when you make it and have some surfaces to apply a fire shader to like the surfaces in the fire.tik

Image

If that was added to your model and a shader like the shader for the fire.tik was applied to the 3 surfaces you would have fire as part of your model . The fire uses an animated shader to make it look like fire and not an emitter . Another way is to add models/fx/fire/fire.skd to your tik . If your model has the same bone in it as the fire.skd has in it the fire will be attached to your model where that bone was . An example of that is how helmets and caps are added to ai as well as holsters on some of them . That is done inside of the tik file as well useing two .skd files or models . This part of the 1st-ranger_captain.tik adds a helmet and belt to the ai
case weapon "colt 45"
{
path models/equipment/USGear/helmets

skelmodel us_helmet.skd
surface us_helmet shader us-helmet_captain

path models/gear/us

skelmodel rangertommybelt.skd
surface tommybelt shader tommybelt


}
So those are all the ways I can think of right now other than makeing a prefab or just putting the fire where you need it when you make the map .

1. tagemitter ( an emitter that emits from a bone/joint)
2. a model attached to your model with script
3. surfaces inside your model that have a fire shader applied to them
4. a .skd added to your models .tik that has the same bone/joint in it as your model has
Image
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