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Smoke

Posted: Wed Jul 04, 2007 6:13 pm
by *GCC*Nigel
How do the fx/smoke/whatevers work in Radiant? The fx/fire/whatevers all work automatically, but the smoke doesnt.

Posted: Wed Jul 04, 2007 6:37 pm
by bdbodger
If you choose an entity in radiant and open up the entity window there is an animation button press up or down and the testanim will change to each of the animations . For smoke the animations will be start stop and idle . You can add the key anim and value start to get it to start when the game loads .

Smoke

Posted: Thu Jul 05, 2007 3:24 am
by tltrude
You can also turn the smoke on and off in the script.

$my_smoke anim start
$my_smoke anim stop


You can change the scale or angle too.

$my_smoke.angle = 180
$my_smoke scale 1.5


All of those can also be done in the entity window, as bdbodger said .

Posted: Thu Jul 05, 2007 1:16 pm
by bdbodger
Yes that is the whole reason for having animations is so you can use them in script other wise you would just have the smoke on all the time . That wouldn't be any good for an explosion effect for example . Also turning them off saves fps if they are not needed also they spawn tempmodels and there is a limit to those .

Posted: Thu Jul 05, 2007 8:03 pm
by *GCC*Nigel
I've got smokestacks so endless smoke is actually what I'm going for. Unless it would be more beneficial to turn the smoke on/off quickly so the smoke is thinner or something... ?

Either way the "testanim" set to "start" did not start all the fx/smoke/whatevers to actually start ... smoking (???) and the Anim +/- buttons in Radiant did not change the "testanim"s to start/stop/idle for the majority of the fx/smoke/whatevers.

Posted: Thu Jul 05, 2007 10:26 pm
by bdbodger
testanim just gives you a little preview in radaint thats all you have to set the key anim and value start for it to work when the map loads or turn them on by targetname from script . If you want to see testanim in action load an ai then go trough the animations theres lots then just for fun use the key ai_off no value just hit enter on the value line and then the key anim and value of one of the animations . When you start the game you should have a frozen ai in that animation pose I think , might work you'll have to try it but I think it works .

steam

Posted: Fri Jul 06, 2007 9:07 pm
by tltrude
Maybe Wacko's steam would work for a smoke stack. Its a new Tik file, so will have to create a models\animate folder in main for it. If you copy the steam entity from his .map file, it will already be started.

http://recyclingbin.mods-r-us.net/files/steamndrain.pk3

Image

Posted: Fri Jul 06, 2007 9:44 pm
by ViPER
try

fx_smoke_lingering
emitters/linger_smoke.tik

Image