Awesome idea Roy Batty!! Can't wait to see this in action Seven!
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"DP New-Lava" Thread
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I guess it works !
(Particle effect is still beta status, but QC is done)
[ame=http://www.youtube.com/watch?v=DO8RD3VlCHA&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]Quake random lava eruptions - YouTube[/ame]
It adds random lava eruptions into Quake without changing the map files.
It can be done the same way as adding weather effects into Quake:
via slightly edited .ent files
I also added a custom sound to the eruptions (still beta till I find a better one).
For simple square shaped lava pools, only one .ent file block is necessary.
For more complicated shaped lava pools, more .ent blocks are needed to reach every corner of the lava pool.
You can freely set:
- geometry of area with spawned lava eruptions
(should match the lava pool, LOL)
- time gap between each lava eruption
(an additional time randomness is included to make it more varied)
So who will do the .ent file edits ?
There are 13 maps with lava pools in ID1
There are 7 maps with lava pools in Hipnotic
There are 11 maps with lava pools in Rogue
Best wishes,
Seven
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QC edit (if you use the "small mod compilation", paste it into "custom_effects.qc"):
Code://////////////////////////////////////////////// // Lava eruptions //////////////////////////////////////////////// .float Xsmall; // for lava pool corner with smallest X-coordinate (negative values are smaller than positive) .float Ysmall; // for lava pool corner with smallest Y-coordinate (negative values are smaller than positive) .float Xbig; // for lava pool corner with biggest X-coordinate (negative values are smaller than positive) .float Ybig; // for lava pool corner with biggest Y-coordinate (negative values are smaller than positive) .float Zheight; // for z-coordinate of lava pool void() spawn_lava_eruption = { local float dX, dY, Xparticle, Yparticle, Zparticle; local vector eruption; dX = self.Xbig - self.Xsmall; dY = self.Ybig - self.Ysmall; Xparticle = self.Xsmall + (random()*dX); Yparticle = self.Ysmall + (random()*dY); Zparticle = self.Zheight; eruption_x = Xparticle; eruption_y = Yparticle; eruption_z = Zparticle; pointparticles(particleeffectnum("lava_eruption"), eruption, '0 0 0', 1); pointsound (eruption, "ambience/lavasplash_shotgun.wav", 1, ATTN_NORM); // pointsound (vector origin, string sample, float volume, float attenuation); }; void() lava_think = { self.nextthink = time + self.count + random()*1; // change "1" to any value for random time gap between eruptions spawn_lava_eruption (); }; void() func_lava = // Yes, I know this function can be skipped ! { self.think = lava_think; self.nextthink = time + 0.01; };
.ent file example for E1M7:
Code:{ "classname" "info_notnull" "Xsmall" "80" "Ysmall" "-180" "Xbig" "750" "Ybig" "310" "Zheight" "-25" "nextthink" "0.1" "think" "lava_think" "count" "0.5" }
effectinfo.txt entry:
Code:effect lava_eruption // used for lava eruptions (Stones/rocks) count 3.5 type alphastatic color 0x000000 0x000000 //color 0xff3300 0xff3300 size 3 7 tex 44 46 alpha 156 256 0 originoffset 0 0 5 originjitter 5 5 5 velocityoffset 0 0 220 velocityjitter 40 40 50 gravity 0.55 bounce -1 effect lava_eruption // used for lava eruptions (splash) countabsolute 100 type static tex 16 23 color 0xfa1000 0xfa1000 size 6 7 alpha 200 250 30 gravity 0.44 sizeincrease 5 originoffset 0 0 2 originjitter 2 2 0 velocityoffset 15 15 200 velocityjitter 15 15 100 effect lava_eruption // used for lava eruptions (splash) countabsolute 100 type static tex 16 23 color 0xfa1000 0xfa1000 size 6 7 alpha 200 250 30 gravity 0.44 sizeincrease 5 originoffset 0 0 2 originjitter 2 2 0 velocityoffset -15 -15 200 velocityjitter 15 15 100 effect lava_eruption // used for lava eruptions (splash) countabsolute 100 type static tex 16 23 color 0xfa1000 0xfa1000 size 6 7 alpha 200 250 30 gravity 0.44 sizeincrease 5 originoffset 0 0 2 originjitter 2 2 0 velocityoffset -15 15 200 velocityjitter 15 15 100 effect lava_eruption // used for lava eruptions (splash) countabsolute 100 type static tex 16 23 color 0xfa1000 0xfa1000 size 6 7 alpha 200 250 30 gravity 0.44 sizeincrease 5 originoffset 0 0 2 originjitter 2 2 0 velocityoffset 15 -15 200 velocityjitter 15 15 100
I know it can be done different as well.Last edited by Seven; 07-22-2012, 03:24 PM.
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Seven if this can be in any help, some free lava sounds:
Preview the disasters_lava-steam Sound Effect
Preview the disasters_lava-mud Sound Effect
Cheers!
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@seven
sweet, i totally love that effect, makes me all excited seeing it.
whenever it gets added to the smc ill totally be going to make ent files for hipnotic
@roy
oh im sure that can be done the same way as seven added bubbles to acid before once.
im sure you could achieve a bubbling lava effect by modifying that effect.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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Splitterface:
Man I've tried to edit stuff in effectinfo.txt and I just don't understand it well enough to make anything good with it. I've tried and tried and I always end up with stuff that looks like garbage, or messes up some other effect.
I'll leave the real modding to real moddersRegular One Man Slaughterhouse
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i'll have to give it a try some time soon.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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Originally posted by Roy Batty View PostYes Seven that is what I meant, and also a rolling boil effect in spots, not sure if that is possible too, but it would really add some nice realism to the lava in addition to just the warping textures.
I still did not fully understand what you mean with "rolling boil effect in spots". Could you maybe describe it more ? Or maybe a screen from somwhere else ?
Originally posted by Helloween View PostSeven if this can be in any help, some free lava sounds:
Thank you for your support.
That is always appreciated. Things like searching the net for free sounds or models is eating up exteremely much time, which can be better used in working on the mod itself...
Unfortunately the linked sounds could not be used, because they are too calm.
I already have a ambience lava sound in the actual "small mod compilation". What I need is a eruption sound. It is a strong gurgling/blurbing thing.
In the meantime I found some very nice ones (look in my post below for details).
Originally posted by splitterface View Postwhenever it gets added to the smc ill totally be going to make ent files for hipnotic
The feature is ready to use. But not for hipnotic yet.
Are you also interested in ID1 maps ?
Originally posted by Roy Batty View PostI've tried to edit stuff in effectinfo.txt and I just don't understand it well enough to make anything good with it. I've tried and tried and I always end up with stuff that looks like garbage, or messes up some other effect.
A minute to learn a lifetime to master.
The only thing that helps is practice.
All the theory about the effect script is descibed in detail on the DPWiki page.
My suggestion is:
Use an existing effect and start to edit only one line by one.
And see what it just did.
And make notes into it (// edits)
========================
I further extended/improved the lava eruption effect:
1.) Added 3 different eruption types to bring more variation.
- small
- medium
- large
2.) Added a new .float to set the desired eruption types for the lava pool
- only small
- only medium
- only large
- randomly small and medium
- randomly all 3
3.) Added 3 different eruption sounds that fits to the size
4.) Added damage to the lava eruptions
When touching it, you will receive damage
5.) Modified effect, that when lava eruption splashes touch the ground, they will remain there for some time.
That is not a big thing, but the lava splashes on the floor look really great in-game.
It happens often in start map (hard skill bridge) when the large eruption is spawned near the bridge and spreads midair...
This is the final status and is already implemented in the next "small mod compilation" update.
Kind regards,
Seven
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@seven
well yeah sure, if you guys who made the rain ent files for ID1 would be ok with if i took those ent files and added the lava eruptions to those, sure id be interested in adding them
but i think i will first make ent files for ROGUE since we already have ent for ID1 and HIPNOTIC but not for ROGUE yet.
but yeah, surely id also be interested in adding the effect to ID1. would just have to take time to read up on how to do it again, since its been such a long time since i made them for hipnotic id need to re-fresh my memory first
and id also totally be interested in adding the eruptions effect to rogue too, cuz i totally love ROGUE myself.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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Splitterface,
never ever think that files that you can download from this forum (made by Quake fans) need any kind of permission to be edited.
I mean who are we ? We are all in the same boat.
Only if you see licensing kind of stuff in the download you can ask yourself this question.
There was this very promising thread by dafx: click
Which was unfortunately abandoned very quickly.
Please pick up where dafx left if you want to do DoE maps editing.
He did already several maps in a good quality.
May I suggest to add the lava steam and snow effect as well if you are on them.
Thank you,
Seven
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yeah yeah sure, of course i dont NEED it but i know some people dont like it if you take something they wokred hard on and edit it without them knowing about it or such.
yeah i know about those, and i was planning to take those files by dafx and improve and extend on them
and oh yeah, id totally wanna add that lava steam effect too. could you point me to post where i can see how to add those again? cuz i always thought that effect was cool but couldnt find how to add it, otherwise i wouldve also added it to HIPNOTIC
snow effect... i dunno, i dont think ill be doing that, imo snow feels completely out of place in the world of quake. i might mebbe make versions with blood rain for some maps, but i dont think ill make snow versions.
anyways, first ill add rain to all maps of ROGUE, and then ill go from that and add more effects
somewhere withing the next few days ill start on them. have to refresh my memory first on how to add the rain, so long ago i forgot half of it.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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