Page 1 of 1
Confetti
Posted: Sat Mar 17, 2007 9:23 am
by Aquamarin
Hallo @ll!
I got a prob....
I will make a map for a new Clan, an the idea is, that is should rain Confettis after exploding a bomb ( only inside of a room ). I try to use the weathereffect "snow", and i change the textures of the snow to a custom-textur, but it wan?t work. Ist the original snowtexture some special?
Thats one thing, but the another is, that it should start AFTER the explosion. So - the rain-brush is a func ( func_rain ). How can i let the func spawn AFTER the explode?
An at last - the weathereffect starts verry slowly. But ist should rain exact after the explosion. How can i change this parameter?
Sry 4 my english!
Aquamarin
Posted: Sat Mar 17, 2007 5:27 pm
by Aquamarin
The first problem are redy. I see nice Cofetti?s!
But the other points... my o my...
.tik
Posted: Sun Mar 18, 2007 5:20 am
by tltrude
You will have to make a new explosion ".tik" file. You can start with this one and modify/rename it.
Pak0.pk3\models\emitters\explosion_bombdirt.tik
I didn't look very hard, there may be a better (snow) explosion tik somewhere. Because it is an animated model, you can start or stop the animation in you map's script.
Posted: Wed Apr 04, 2007 9:54 am
by Aquamarin
So - all things still working!
BUT: console say?s MAX POLLYS EXEED
The logfile become after 30 Seconds 3,5mb!!!
And the frames are near yellow.
So - i dont know if its right:
i make a kofetti-texture with alphachannel, a new shader, and via script-snow-thread all works, but aint playable...
Is there anything wrong?
Posted: Wed Apr 04, 2007 4:06 pm
by lizardkid
you probably have the speed of the models falling too high, or maybe you can see too far. Whatever the case, the game is trying to draw WAY too many things at once, and it's keeping itself from frying your computer. Try toning down how many confetti's fall at once.
Posted: Wed Apr 04, 2007 4:12 pm
by jv_map
Show us script/shader/tiks !

Posted: Fri Apr 06, 2007 6:02 am
by Aquamarin
As your wish, Master!
Code: Select all
textures/weather/konfetti1
{
nomipmaps
nopicmip
qer_keyword 3dk
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm noimpact
deformVertexes autoSprite
cull none
{
// map textures/weather/konfetti1.tga
animmap 1.5 textures/weather/konfetti1.tga textures/weather/konfetti2.tga
//blendfunc blend
blendfunc add
rgbgen constant .5 .5 .5
//alphaGen constant 0.8
//alphaGen distFade 512 256
//tcmod scroll 0 -5
}
}
textures/weather/konfetti2
{
nomipmaps
nopicmip
qer_keyword 3dk
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm noimpact
deformVertexes autoSprite
cull none
{
map textures/weather/konfetti2.tga
//blendfunc blend
blendfunc add
rgbgen constant .5 .5 .5
//alphaGen constant 0.8
//alphaGen distFade 512 256
//tcmod scroll 0 -5
}
}
This shader makes the colour change. Looks funny!
The snowy-part of the mainscript: ( there are more then 1.200 Lines in the whole script at this time... )
Code: Select all
//snow:
// wait 1
level.rain_speed = "32"
level.rain_speed_vary = "16"
level.rain_length = "2"
level.rain_width = "1"
level.rain_density = ".2"
level.rain_slant = "250"
level.rain_min_dist = "1800"
//level.rain_min_dist = "512"
level.rain_numshaders = 1 //12
level.rain_shader = "textures/weather/konfetti1"
show / hide will started from a custmiced bomb_thinker.
Is it better to use the animation ( ...tik )?
One point i have untouched yet - the map was build for moh:aa, not for sh ( at this time ). Maybe its different?