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just some steam coming out of a gully ##SOLVED##

Posted: Mon Mar 15, 2004 10:09 pm
by wacko
it's driving me mad... I can't get it working. I just want some steam coming out of a hole in the floor. Hundreds (well... :wink: ) of different steam and smoke models do just nothing (with or without k/v:anim/start) and that fx_steam_pipe-steam starts staming, grows very fast and stops with a console error of "not spawning tempmodel because it is using the world as a brush model". Do I really have to use the script for this? And which steam model is the one I should try? Does it need an angle set?

Gimme me a hand, plz...

entity

Posted: Tue Mar 16, 2004 5:28 am
by tltrude
angle -1
classname script_model
model animate/adam-pipe-steam.tik
scale 1.0
targetname my_steam1

It will run all the time unless turned off in the script. Need sound?

Posted: Tue Mar 16, 2004 7:35 am
by wacko
tvm, Tom :D
This is almost perfect, no sound, thanks!

I will just have to find out now, how to make it a bit slower, because it still looks rather "blown" than just raising. hopefully this can be achieved by changing the parameters in the tiki. I already had some interesting results, but nothing coming close to what I want...

BUT:
What's up then with all those fx entities? Will they just work when activated by script? The shermansmoke.tik is working without anything. why?
Is there something to read about tikis to be able to find out which one does (not) work and why?
Going your way, is the targetname a must, even if it won't be turned on/off by script?

Posted: Fri Mar 19, 2004 8:11 am
by wacko
:cry: :cry:
nobody?

does really nobody know how to lower the speed of these steam animations?

Posted: Fri Mar 19, 2004 9:35 am
by jv_map
Simply make your own TIKI file based upon the emitter you are using now... you can then change anything you want 8-)

Posted: Fri Mar 19, 2004 2:00 pm
by wacko
yep, that's what i tried, but nothing in there seemed to be responsible for the speed the sprites are moving...
will have to keep on trying, i guess :cry:

Posted: Fri Mar 19, 2004 3:49 pm
by jv_map
Look for:

accel
randvel
randvelalongaxis
velocity

Or post the TIKI here 8-)

Posted: Fri Mar 19, 2004 9:27 pm
by wacko
okidoki! I do both, look and post:

first of all: thanks a lot for the help :D U may say u didn't tell me much, but atleast u gave me the feeling that it ought to be possible. And it is! My problem in the first tests was that I wasn't aware that all those parameters are working together and so I always got rather strange results :oops: . But now, I changed more of them and this time even with thinking about what they could mean. :wink:

As a basis I took adam-pipe-steam.tik (as Tom suggested) but all those steam.tiks (and smoke) are quite the same. The most important thing was that I had to give the sprites a higher life value when i reduced the velocity.

Here's the tiki for a very calm steam. For anybody who would like to use it, it would be saved as main/models/animated/wacko-gully-steam.tik and could then be found in MOHRad entities/animate/fx. Just place it in your map, give it an angle of -1 (upwards) and a k/v anim/start. In the tiki, you can even give it an opacity of your likings (line alpha) and a custom color (line color).

Code: Select all

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

init
{
	server
	{
		classname animate
		notsolid
		rendereffects +dontdraw
	}
	client
	{
		cache vsssource.spr			
		originemitter steam
		(
			spawnrate 10.00
			model vsssource.spr
			alpha 0.05
			color 0.90 0.9 0.9
			scale 0.1
			life 8.00
			scalerate 2.5
			velocity 0.50
			randvelaxis range 5 -5 range 5 -5 range 2 -2
			accel 0.00 0.00 5.00
			fade
		)
	}
}

animations
{
        idle dummy3.skc
	start dummy3.skc
	{
		client
	        {
			enter emitteron steam
//			enter loopsound steamloop

	        }
	}
	stop dummy3.skc
	{
		client
	        {
	    		enter emitteroff steam
		}
	}
}

/*QUAKED animate_fx_wackos-gully-steam(0.0 0.5 0.5) (-8 -8 -8) (8 8 8)
Wacko's Gully Steam
*/

sprite

Posted: Sat Mar 20, 2004 2:59 am
by tltrude
Nice work! BTW, that "vsssource.spr" sprite is not really a model. It is a shader in the scripts/sprites.shader file. So, you can even make your own sprites, if needed. Here is the shader for it.

Code: Select all

vsssource
{
	nopicmip
	surfaceparm nolightmap
	spritegen parallel // this line makes it a sprite
	noMerge
	cull twosided
	{
		clampmap textures/sprites/vsssource.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		tcMod rotate 20
		rgbGen vertex
		alphaGen vertex
	nextbundle
		map textures/sprites/vsssource2.tga
		tcMod rotate -20
	}
}

Posted: Sat Mar 20, 2004 9:38 am
by wacko
LOL: I already had some lines mentioning this in my last post, but then I was made a bit insecure (and was too lazy to test it) by the spr.extension and deleted them again as a precaution. :wink:
Will give it a try, thnx for the hint :wink:

Re: entity

Posted: Sun Jul 04, 2004 3:32 pm
by OMG Diablo
tltrude wrote:angle -1
classname script_model
model animate/adam-pipe-steam.tik
scale 1.0
targetname my_steam1

It will run all the time unless turned off in the script. Need sound?
How would this be turned off in the script?

my_steam1

Posted: Sun Jul 04, 2004 4:35 pm
by tltrude
Like this:

$my_steam1 anim stop

Also, "anim start" will restart it. All the animation command words for an entity can be seen by clicking on the Anim: +- buttons in the entity window (key N).

Posted: Sun Jul 04, 2004 5:58 pm
by OMG Diablo
thankyou :)

Posted: Mon Jul 05, 2004 8:40 pm
by LeadHead
wow :shock: ... u guys know so much about this game it is scary :)