sky wrighting
Moderator: Moderators
-
¤gunner¤
- Lance Corporal
- Posts: 10
- Joined: Fri Sep 01, 2006 3:43 am
- Contact:
sky wrighting
where would i find a script where u can wright stuff in the sky like OTC??
¤copy my name to help me spread around¤
†}®’{€
†}®’{€
I suppose u mean writing? You can try it with funcbeams in your .scr.
local.beam1 = spawn func_beam origin ( x x x ) endpoint ( x x x )
local.beam1 shader "textures/x/x"
local.beam1 color (x x x)
local.beam1 maxoffset 0
local.beam1 scale x.x
local.beam1 activate
You can either use 'shader' or 'color'. With 'shader' u can give the beam a texture, using 'color' u can give it a color in rgb. Using 'origin' and 'endpoint' u can set the size of the beam. Use 'scale' for the width.
local.beam1 = spawn func_beam origin ( x x x ) endpoint ( x x x )
local.beam1 shader "textures/x/x"
local.beam1 color (x x x)
local.beam1 maxoffset 0
local.beam1 scale x.x
local.beam1 activate
You can either use 'shader' or 'color'. With 'shader' u can give the beam a texture, using 'color' u can give it a color in rgb. Using 'origin' and 'endpoint' u can set the size of the beam. Use 'scale' for the width.
-
¤gunner¤
- Lance Corporal
- Posts: 10
- Joined: Fri Sep 01, 2006 3:43 am
- Contact:
origin defines the coordinate where you want the beam to start (it'll look like a laser), endpoint is the coordinate where you want the beam to stop.
scale determines how wide the beam is.
rgb stands for "red green blue", and any color visible with the human eye can be described in it. MOH uses an rgb scale of 0.0 to 1.0, in other words 1 0 0 in rgb would be pure red, 1 1 1 would be black, and 0 0 0 would be white, and so on. you could mix and match any decimals to get any color, .5 .4 .314 is a valid color, as is anything else like that.
Or, if you have a specific texture you want to use, you'd set a beam's shader instead of color; and it would appear with that texture.
scale determines how wide the beam is.
rgb stands for "red green blue", and any color visible with the human eye can be described in it. MOH uses an rgb scale of 0.0 to 1.0, in other words 1 0 0 in rgb would be pure red, 1 1 1 would be black, and 0 0 0 would be white, and so on. you could mix and match any decimals to get any color, .5 .4 .314 is a valid color, as is anything else like that.
Or, if you have a specific texture you want to use, you'd set a beam's shader instead of color; and it would appear with that texture.
Moderator
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
-
Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
- Contact:
-
SplitMeister
- Private
- Posts: 7
- Joined: Tue Nov 21, 2006 4:15 pm
maybe an idea?
Like this?

Used the corona
(took me 5,5 hours of coordinating) 

Used the corona
-
Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
I did mine like the old all day Malta HEX server.

eventually I just made a custom mod to put up clan propaganda. lol
more screenies- http://thewarlegends.com/infomdp1.html



eventually I just made a custom mod to put up clan propaganda. lol
more screenies- http://thewarlegends.com/infomdp1.html


the flags wave - The banners and standards gentley sway.
The animations are set in the shader.
The animations are set in the shader.
Code: Select all
twlflag10th
{
qer_editorimage textures/models/custompics/twlflag10th.tga
cull none
deformVertexes flap s 128 sin .5 6 1 -1 0 2
deformVertexes flap s 64 sin 1 3 0.5 -1 0 1.5
{
map textures/models/custompics/twlflag10th.tga
rgbgen static
}
}





