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Skinning and Modelling: custom fx?
Posted: Sun Jan 02, 2005 1:25 am
by lizardkid
once again, i think this was answered, but it was in mapping or something, i havent found it.
how do you make custom fx like fire and explosions for MOH?
Re: Skinning and Modelling: custom fx?
Posted: Sun Jan 02, 2005 2:32 am
by Elgan
lizardkid wrote:once again, i think this was answered, but it was in mapping or something, i havent found it.
how do you make custom fx like fire and explosions for MOH?
explosions and what have u are sprites. take a look at the tik and u can see hows its done. they use adummy model and then link to a sprite.
You can make your own sprite and then use it in tiks. make a shader for them also.
Posted: Sun Jan 02, 2005 2:39 am
by lizardkid
yep i know all that, what i mean is how do i animate it? is it a gif or a jpeg or targa, and if its jpg or tga, how do i do it?
sorry for being unclear

Posted: Sun Jan 02, 2005 3:26 am
by Elgan
lizardkid wrote:yep i know all that, what i mean is how do i animate it? is it a gif or a jpeg or targa, and if its jpg or tga, how do i do it?
sorry for being unclear

you do that suing the shader i believe, u cna also use tiks if ur sexy enough
Posted: Sun Jan 02, 2005 12:01 pm
by jv_map
Yes for a shader tempmodel simply use the shadername as model suffixed with .spr ; you can do e.g.
Code: Select all
client
{
entry originspawn
(
model textures/mytextures/myshader.spr
)
}
which would use shader textures/mytextures/myshader.
For a model it's even simpler
Code: Select all
client
{
entry originspawn
(
model fx/bratwurst.tik
)
}
Posted: Sun Jan 02, 2005 8:30 pm
by lizardkid
still good stuff to know, but what i really need to know is how would i go about making a custom fx? likle the fire, it isnt just a single billboarded image, it animates and flickers. like many Pong programs out there...
in any case, what i mean is how do i actually go about making the thing animate and all that?
Posted: Sun Oct 09, 2005 1:49 am
by Master-Of-Fungus-Foo-D
yes i want to go about making my own FX too, but lizards question, which is the same one i have, wstn answered.
\
How would i make an explosion fx like the grenade?

Posted: Sun Oct 09, 2005 7:21 am
by Rookie One.pl
Do some 'reverse engineering'.

You really can track everything down from the TIKI.
Posted: Sun Oct 09, 2005 12:01 pm
by Master-Of-Fungus-Foo-D
ill try that... thx

Posted: Sun Oct 09, 2005 3:39 pm
by PKM
use this one from city nights_final (gen cobra) that i have used when i wanted an animated custom texture (the example below was adapted and later used for a blinking sign for my philly map) basically it's scripting saying to start at one image and then go to the next and so on....
Code: Select all
//anime by Gen Cobra
textures/cna/shot1
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
animMap 09 textures/anims/shot2.jpg textures/anims/shot3.jpg textures/anims/shot4.jpg textures/anims/shot5.jpg textures/anims/shot6.jpg textures/anims/shot7.jpg textures/anims/shot8.jpg textures/anims/shot9.jpg textures/anims/shot10.jpg textures/anims/shot11.jpg textures/anims/shot12.jpg textures/anims/shot13.jpg textures/anims/shot14.jpg textures/anims/shot15.jpg textures/anims/shot16.jpg textures/anims/shot17.jpg textures/anims/shot18.jpg textures/anims/shot19.jpg textures/anims/shot20.jpg textures/anims/shot21.jpg textures/anims/shot22.jpg textures/anims/shot23.jpg textures/anims/shot24.jpg textures/anims/shot25.jpg textures/anims/shot26.jpg textures/anims/shot27.jpg textures/anims/shot28.jpg textures/anims/shot29.jpg textures/anims/shot30.jpg textures/anims/shot31.jpg textures/anims/shot32.jpg textures/anims/shot33.jpg textures/anims/shot34.jpg textures/anims/shot35.jpg textures/anims/shot36.jpg textures/anims/shot37.jpg textures/anims/shot38.jpg textures/anims/shot39.jpg textures/anims/shot40.jpg textures/anims/shot41.jpg textures/anims/shot42.jpg textures/anims/shot43.jpg textures/anims/shot44.jpg textures/anims/shot45.jpg textures/anims/shot46.jpg textures/anims/shot47.jpg textures/anims/shot48.jpg textures/anims/shot49.jpg textures/anims/shot50.jpg textures/anims/shot51.jpg
rgbgen global
//alphagen global
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
converted to the script i needed like this...
Code: Select all
//anime by Gen Cobra
textures/spy/sp_eagles_blink
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
animMap 09 textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p2.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg textures/sp_anim/anim_eagles_p1.jpg
rgbgen global
//alphagen global
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}