Mortar Hit????

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Shifty
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Post by Shifty »

lol tom you rock m8!!!!
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agentmad007
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Post by agentmad007 »

hi ,

all what said tom trude work for breakthrough also ?

i mean

Code: Select all



local.master = spawn ScriptMaster 
local.master aliascache flush_gate 

or can someone help me for a new script for moh Breakthrough .........i dont know what entity is flush_gate so i dont know how to call my entity and wich tik file or animation use i m totally lost ........

thank you

it miss me this mortar effect + the puddle i dont know how to make it as in the movie here .....viewtopic.php?t=7272


My shader just make scroll the texture from left to right and form bottom to top .......i guess the one in the movie is better and texture too
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Post by agentmad007 »

hi,

when i edit this tik file grenexp_water.tik how do i have to load it ????

make a new folder models/fx and add the tik inside then give my scipt_model the key/value model fx/grenexp_water.tik


thats it ?
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tltrude
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yes

Post by tltrude »

Yes that will work, but it will always be used over the one in the pak0 file. If you have altered it, you should give it a new name, so it wont interfer with the original tik.

The local.master lines will not work in BT. To add new sounds to BT, you must make a new ubersound script, and rename it the same as your map. Flush_gate is just a name I made up for the alias.
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agentmad007
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Post by agentmad007 »

ok ty i tried with the original tik fx_mortar_water.tik and in game i vae a water explosion that raise up


and when i edited the fx_mortar_water.tik

Code: Select all


TIKI
setup
{
	scale 1.0
	path models/fx/dummy
	skelmodel dummy3.skd
}

init
{
	server
	{
		classname effectentity
		notsolid
		rendereffects +dontdraw
	}
	client
	{

		cache spritely_water.spr
		cache waterplume.spr
	}
}

animations
{
	idle dummy3.skc

	start dummy3.skc
	{
		server
		{
			last commanddelay 1 anim idle
		}

		client
		{
			enter sound arty_exp_water

			enter originspawn
			(
				count 1
				model spritely_water.spr
				offset 0 0 32			// image is 256 tall
				life .5
				scale .125			// z offset is image heigt * scale / 2
				scalerate 16
				randvel 0 0 512			// z vel is image height * scale * scalerate / 2
				fadedelay .25
				physicsrate every		// simple velocity physics are cheap
			)

			enter originspawn
			(
				count 50
				model waterplume.spr
				offset crandom 60 crandom 60 0
				angles 270 270 crandom 360
				velocity 150
				randvel crandom 40 crandom 40 random 800
				clampvel -40 40 -40 40 -250 99999
				avelocity 0 0 crandom 90
				accel 0 0 -800
				life 3 .5
				scale 0.5
				scalerate 1
				fadedelay 1
			)

			enter originspawn
			(
				count 30
				model waterplume.spr
				offset crandom 20 crandom 20 0
				offsetalongaxis random 100 0 0
				angles 270 270 crandom 360
				velocity 500
				randvel crandom 50 crandom 50 random 1200
				clampvel -60 60 -60 60 -350 99999
				avelocity 0 0 crandom 90
				accel 0 0 -1200
				life 1.5 .4
				scale 0.5
				scalerate 0.5
				fadedelay 1.2
			)
		}
	}
}

/*QUAKED animate_fx_mortar-water (0.0 0.5 0.5) (-8 -8 -8) (8 8 8)
Benson Russell - 9-27-2001 - mortar impact effect for water
*/
and puted it in a folder models/animate

nothing happen , i just changed the angles to 270 instead 0 to make the explosion sideway but i dont know if it work like this ....


do i have to change the name of the tik from the orginal to make it work?

or more obvisouly wich parameters in the tik do i have to change to make it explode sideway ?

thanks for help ...........
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tltrude
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flush

Post by tltrude »

This works fairly well, but it could be better. I named it "gate_flush.tik" and put it in models/animate folder. It will show up on the animate > fx menu as "gateflush". You should make it a classname script_model in your map.

Code: Select all

TIKI 
setup 
{ 
   scale 1.0 
   path models/fx/dummy 
   skelmodel dummy3.skd 
} 

init 
{ 
   server 
   { 
      classname effectentity 
      notsolid 
      rendereffects +dontdraw 
   } 
   client 
   { 

      cache spritely_water.spr 
      cache waterplume.spr 
   } 
} 

animations 
{ 
   idle dummy3.skc 

   start dummy3.skc 
   { 
      server 
      { 
         last commanddelay 1 anim idle 
      } 

      client 
      { 
         enter sound grenade_exp_water  

         enter originspawn // big one
         ( 
            count 40 
            model waterplume.spr 
            offset crandom 60 0 0 
            //angles 270 0 0
		color .9 .95 1  // light blue
            velocity 150 
            //randvel crandom 256 0 0
            randvel crandom 150 crandom 50 crandom 40 
            clampvel -250 99999 -40 40 -40 40 
            avelocity crandom 90 0 0
            accel -800 0 0 // accelerate xyz
            life 1 .5 
            scale 0.5 
            scalerate 1 
            fadedelay 1 
         ) 

         enter originspawn // small one
         ( 
            count 40 
            model waterplume.spr 
            offset crandom 40 crandom 0 crandom 0 
            //offsetalongaxis 0 5 5 
            //angles 270 0 0
		color .9 .95 1  // light blue
            velocity 512
            randvel crandom 80 crandom 20 crandom 20 
            clampvel -350 99999 -30 30 -30 30 
            avelocity crandom 90 0 0 
            accel -1000 0 0  // accelerate xyz
            life 1 .4 
            scale 0.5 
            scalerate 0.5 
            fadedelay 1.2 
         ) 
      } 
   } 
} 

/*QUAKED animate_fx_gateflush (0.0 0.5 0.5) (-8 -8 -8) (8 8 8) 
 Stargate flush effect 
*/
Tom Trude,

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agentmad007
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Post by agentmad007 »

hu hu

ok thank you Tom trude .............you are tooooooooo helpfulllllllllllll
agentmad007
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Post by agentmad007 »

well, i tried this one and i have a sideway explosion somehow......i tried to make it better with other tiki file like emitters/fx_oceanspray.tik ,this tik is on the right angle but this is juts a spray i would like to make it like this
http://perso.wanadoo.fr/stargatesg-1/le_kawoosh.htm

:( :( :( :( :( :( :( :( :( :( :( :( tiki file :oops: :oops: :oops: :oops:
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tltrude
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try this

Post by tltrude »

You could try using this for the model in one or both parts of the gate_flush.tik.

model vsssource.spr

It is normally used for smoke. Also the "randvel" lines seem to affects the shape of them the most.

The .spr is for "sprite", but a sprite is just a shader file and you can make your own. Here is the one for waterplume.spr that is found in the effects.shader file.

Code: Select all

waterplume
{
	cull none
	spriteGen parallel_oriented
	{
		clampmap textures/effects/h2o_hit.tga
		blendfunc blend
		alphaGen vertex
		rgbGen vertex
	}
}
So, if you named it somthing like "gateplume", you could make a new image for "h2o_hit.tga". Then your model would be named "gateplume.spr" in the gate_flush tiki.
Tom Trude,

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agentmad007
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Post by agentmad007 »

hehe ty but seems to be out of my skills

i played with scr and one tiki file and i managed to have some good results .....

thx tom
agentmad007
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Post by agentmad007 »

pic

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tltrude
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nice

Post by tltrude »

Nice, colors!! FPS is low! If you reduce the "count", it should go up. But it is only lasts a second or two.
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agentmad007
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Post by agentmad007 »

yes thaks i love it too........

fps==> yes the fps shutdow to 60 from 25 just for 2 sec while the Kawoosh is on then all is ok 2 sec after...... :)
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Post by Shifty »

Very Nice Kawoosh effect I'm very impressed, it does however look a little bit to long and thin...
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agentmad007
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Post by agentmad007 »

yes true it seems a bit too big , but it was just a test to see the effect in my map i reduced it a bit ......

thanks
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