effects
Moderator: Nod_Nod_Nod
effects
Helou gujs
Please can someone say me how i can make smoke , sparks , places with smaller gravity and downoload some nice lighting texture ( as in Rotcannon big lights)
Bcs the critism to my map (zarthan) was low details. And i want to make room with pistons and engines
Please can someone say me how i can make smoke , sparks , places with smaller gravity and downoload some nice lighting texture ( as in Rotcannon big lights)
Bcs the critism to my map (zarthan) was low details. And i want to make room with pistons and engines
I don't know if i get it. Cant u just use those from Rotcannon?Feisty wrote:and downoload some nice lighting texture ( as in Rotcannon big lights)
Its bad idea. ppl would hate that. Things like this don't work with tremulous.Feisty wrote:places with smaller gravity
You need to use misc_particle_system + texture + script for it.Feisty wrote:sparks
Look at nano/spark f.e.
Depends of what kind of smoke u want. If some kind of smoke getting out from some machine u can use misc_particle_system too.Feisty wrote:smoke
Feisty ,
About this particle system: u need to use a misc_particle_system and include texture in your.pk3 file and also a script there.
If your are asking , you probably wont know how to make your own texture and script so i suggest u to look into nano.pk3 and take a spark1.tga texture from there and use it, and nano/spark script from nano.particle file (also in nano.pk3).
Also u need to set whole particle system properly in radiant which u can find in nano as well(main exit from h base).
I would love to make full tutorial for you but i will be hardcore busy next week and half so all i can offer you right now is copying all of this from nano.
Other option is waiting till 14th , so i will be able to make it 4 u.
About this particle system: u need to use a misc_particle_system and include texture in your.pk3 file and also a script there.
If your are asking , you probably wont know how to make your own texture and script so i suggest u to look into nano.pk3 and take a spark1.tga texture from there and use it, and nano/spark script from nano.particle file (also in nano.pk3).
Also u need to set whole particle system properly in radiant which u can find in nano as well(main exit from h base).
I would love to make full tutorial for you but i will be hardcore busy next week and half so all i can offer you right now is copying all of this from nano.
Other option is waiting till 14th , so i will be able to make it 4 u.
You will not find it. But you don,t need it. just use textures from it.Feisty wrote:thx , and you do not know where i can find Rotcannon map file ? i checked lot of rotcannon pk3 but there is only bps
you meybe do not know what i think. look at this
http://jpeg.cz/images/2013/06/05/HwKg.jpg
http://jpeg.cz/images/2013/06/05/Ku6tB.jpg
http://jpeg.cz/images/2013/06/05/HwKg.jpg
http://jpeg.cz/images/2013/06/05/Ku6tB.jpg
this map was only on trem 1.1 R fun server CZ
http://www.mediafire.com/download/m37gq ... age-b1.pk3
http://www.mediafire.com/download/m37gq ... age-b1.pk3
The kind of smoke/steam-producing particle emitter you are looking for is present on for example Karith. Open the map-karith-gpp.pk3 and extract scripts/karith.particle. The emitter you are looking for is pasted below:
Look at this particle system while also looking at the manual linked by the homophobe imp. You should get an idea of how it works.
If you end up with still having absolutely no clue as to how this works, then my advice is to look at it again. (In all honestly my advice would be to just not bother, but I guess there's always people who desire more boxmaps.)
Good luck and remember that copying & pasting is the Mother of learning how to map.
Code: Select all
// steam by jex - edited by godmil, water by godmil :)
karith/steamnrth
{
ejector
{
particle
{
shader sync textures/karith/mist_s
displacement 0 0 0 0
velocityType static
velocityDir linear
velocityMagnitude 150
velocity 0 1 0 ~20
accelerationType static
accelerationDir linear
acceleration 0 0 1 ~5
accelerationMagnitude 25
radius 0 5 50
alpha 250 .5 0
rotation 0 ~360 ~360
bounce 0.0
lifeTime 1000
}
count infinite
delay 0
period 45 - ~0%
}
}
If you end up with still having absolutely no clue as to how this works, then my advice is to look at it again. (In all honestly my advice would be to just not bother, but I guess there's always people who desire more boxmaps.)
Good luck and remember that copying & pasting is the Mother of learning how to map.
Help me understand the little that I know.
Don't be lazy .
http://tremmapping.pbworks.com/w/page/2 ... e%20System
http://tremmapping.pbworks.com/w/page/2 ... e%20System