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  • Need help modifying effects

    Hello Fellow Quake modders.

    I need help merging Seven's "Small Mod Compilation"(SMC) with RocketGuy's "RQuake Team Cooperative"(Rquake). My goal is to add Sevens awesome Special effects such as (Gibbing, blood stains, torch lights, flies, etc) to RocketGuy & Lardarse's Rune Quake Team Cooperative Multiplayer modification.

    Rquake and SMC both have their own "progs.dat" file which must be merged together into one file somehow so that quake reads it and uses both. My end goal is to record multiplayer demos that I already have stored on my PC, so this should not cause any conflicts of joining Rquake servers with mis-matched progs.dats. The progs.dat could be modfied to any desire as long as the demo replays succesfully.

    As it stands now, with Rquake progs.dat the dead bodies disappear into the floor, there is no multi-skin/model support, and the only thing that works from Seven's SMC is the "effectsinfo" particle effects. The multi-skin does not work, the particle torches do not work, many things do not work.

    I've messaged Cobalt and Seven for help doing this. If anyoen has some input as to how I might be able to merge Seven's content with Rocketguy's content please let me know. I could theoretically just send Seven the source for Rquake with the progs.dat and request that he add his special SMC progs.dat information to it, but it seems like that may become a lot of work that is unrelated to his mod compilation project.

    Thanks for any input anyone in the community has to offer me.

    Thank you.

    TV
















    Fixed:I'm using Seven's Small mod compilation 3.8 and the included effectsinfo.txt (that I assume is packed into the .pk3 somewhere). I like the looks, but it's missing the smoke that fades slowly after a rocket explosion.

    In my old effectsinfo.txt I would like to find the bits that are related to creating that smoke and just add it Seven's newest effectsinfo that is in the SMC 3.80 .pk3.

    Would anyone please point me to which section makes the smoke cloud appear for about 5-10 seconds and slowly fade away after the grenade or rocket explode, and let me know if I can just add that section to the sMC effects. I also want the burnt marks on the floor left-over from the explosion too. the decals.

    Thank you

    Edit: Also I cant get the fog to work or rain/snow on the modified RQ coop levels. I think the only things that changed when i added Sevens SMC 3.80 pk3 were the blood splatters, the sound the knight makes, and all the particle effects. This is playing back cooperative custom map play, not single player (for which smc works fine).

    I'm looking to make a nice video, so I would like for these effects to work. I nearly racked my brain trying to get snow to work one day.





    effect TE_EXPLOSION
    underwater
    count 128
    type bubble
    tex 62 62
    color 0x404040 0x808080
    size 2 2
    alpha 128 256 64
    gravity -0.125
    bounce 1.5
    liquidfriction 0.25
    originjitter 16 16 16
    velocityjitter 96 96 96

    effect TE_EXPLOSION
    notunderwater
    count 128
    type spark
    color 0x903010 0xFFD030
    size 1 1
    alpha 0 256 512
    gravity 1
    airfriction 0.2
    liquidfriction 0.8
    velocityoffset 0 0 80
    velocityjitter 256 256 256

    effect TE_EXPLOSION // this is Jorix new red explosion smoke, which is visible directly after the explosion for a short time
    notunderwater
    count 192
    type smoke
    color 0x901000 0xFF3010
    size 10 10
    alpha 32 16 64
    bounce -1
    tex 0 8
    airfriction 0.2 // beeinflusst das Aufl�severhalten des Rauchs
    liquidfriction 0.8
    lighttime 0
    velocityoffset 0 0 0
    velocityjitter 256 256 256 // wie schnell der Rauch sich verteilt

    effect TE_EXPLOSION // this is Jorix new white explosion smoke, which is visible after the explosion and slowly disappears
    notunderwater
    count 96
    type smoke
    color 0x202020 0x404040
    tex 0 8
    size 12 12
    sizeincrease 1
    alpha 0 32 2 // war urspr�nglich 0 32 1 3.Wert: wie lange der Rauch sich verteilt (kleinerer Wert= langsamer !!)
    bounce -1
    lighttime 0
    airfriction 0.2 // beeinflusst das Aufl�severhalten des Rauchs
    liquidfriction 1
    velocityjitter 64 64 64 // wie schnell der Rauch sich verteilt

    effect TE_EXPLOSION
    countabsolute 1
    type decal
    tex 8 16
    size 48 48
    alpha 256 256 0
    originjitter 40 40 40

    effect TE_EXPLOSION
    lightradius 350
    lightradiusfade 700
    lightcolor 4 2 0.5

    effect TE_EXPLOSIONQUAD
    underwater
    count 128
    type bubble
    tex 62 62
    color 0x404040 0x808080
    size 2 2
    alpha 128 256 64
    gravity -0.125
    bounce 1.5
    liquidfriction 0.25
    originjitter 16 16 16
    velocityjitter 96 96 96

    effect TE_EXPLOSIONQUAD
    notunderwater
    count 128
    type spark
    color 0x903010 0xFFD030
    size 1 1
    alpha 0 256 512
    gravity 1
    airfriction 0.2
    liquidfriction 0.8
    velocityoffset 0 0 80
    velocityjitter 256 256 256

    effect TE_EXPLOSIONQUAD
    notunderwater
    count 32
    type smoke
    color 0x202020 0x404040
    tex 0 8
    size 12 12
    alpha 32 32 64
    velocityjitter 48 48 48

    effect TE_EXPLOSIONQUAD
    countabsolute 1
    type decal
    tex 8 16
    size 48 48
    alpha 256 256 0
    originjitter 40 40 40

    effect TE_EXPLOSIONQUAD
    lightradius 350
    lightradiusfade 700
    lightcolor 4 2 8

    effect TE_TAREXPLOSION
    underwater
    count 128
    type bubble
    tex 62 62
    color 0x404040 0x808080
    size 2 2
    alpha 128 256 64
    gravity -0.125
    bounce 1.5
    liquidfriction 0.25
    originjitter 16 16 16
    velocityjitter 96 96 96

    Last edited by turtlevan; 04-22-2012, 05:03 PM. Reason: Help merge / compile progs.dat
    Originally posted by Magnus
    Apology accepted.

  • #2
    smoke code

    hi turtlevan,

    i'm not 100% sure, but i think the section you are looking for is this:

    effect TE_EXPLOSION // this is Jorix new white explosion smoke, which is visible after the explosion and slowly disappears
    notunderwater
    count 96
    type smoke
    color 0x202020 0x404040
    tex 0 8
    size 12 12
    sizeincrease 1
    alpha 0 32 2 // war urspr�nglich 0 32 1 3.Wert: wie lange der Rauch sich verteilt (kleinerer Wert= langsamer !!)
    bounce -1
    lighttime 0
    airfriction 0.2 // beeinflusst das Aufl�severhalten des Rauchs
    liquidfriction 1
    velocityjitter 64 64 64 // wie schnell der Rauch sich verteilt



    to change how quickly smoke fades away you need to alter this line:

    alpha 0 32 2

    0 minimum alpha of an spawned entity
    32 maximum alpha
    2 how many "unites" of alpha is substracted at a time

    of course, you have to change the effectname in order to use this whole section with smc because the grenade explosion has now a separete effectname.

    good luck playing with particle script - it's a source of endless fun and frustration simultaneously :-).

    jakub
    my projects so far:
    Travail retextured
    Tronyn in high definiton
    Ab
    yss of Pandemonium HD textures
    Nehahra rtlights and other experiments

    Comment


    • #3
      Hello turtlevan,

      This topic belongs into the "small mod compilation" thread.
      I replied in there and uploaded your desired effectinfo.txt with Jorix explosion (= V3.61 style).

      Follow me this way

      Best wishes,
      Seven

      Comment


      • #4
        Thank you Jakub and Seven.

        I have the Jorix smoke in my effects now.

        Now I have another request. Could either of you, or someone else, alter the effect that the teleporter produces. I would like for it to Produce a bright blue light that casts light which produces a shadow on neighboring objects, and for the effect to cast light further than normal. The teleporter effect should also have larger lightning bolt/streaks jettisoning from inside and outward from it.

        Appear that lightning / magic is striking around it. Like this:

        Originally posted by Magnus
        Apology accepted.

        Comment


        • #5
          Originally posted by turtlevan View Post
          Thank you Jakub and Seven.

          I have the Jorix smoke in my effects now.

          Now I have another request. Could either of you, or someone else, alter the effect that the teleporter produces. I would like for it to Produce a bright blue light that casts light which produces a shadow on neighboring objects, and for the effect to cast light further than normal. The teleporter effect should also have larger lightning bolt/streaks jettisoning from inside and outward from it.

          Appear that lightning / magic is striking around it. Like this:

          The fade effect should remain as it is normally. I would like for the fade of the blue shadow casting light source to slow-fade away. Thanks for the help anyone who can alter these effects.
          Originally posted by Magnus
          Apology accepted.

          Comment


          • #6
            hi turtevan
            -
            changing the color of light is the easiest task. all you have to do is find a section defining light in teleport effect and change line lightcolor x x x. creating different particles similar to the picture you used in previous post is possible, but it will take a lot of time, a lot of tweaking.
            -
            trust me, you can do it, you just have to to try it. if i could learn dp particle script language from scratch, (i have zero knowledge of coding/graphic) anybody can do it. all you need is here.
            -
            do you know telejano engine - it's old, but i has great particles and i think telejano teleport effect is exactly what you are looking for.


            jakub
            my projects so far:
            Travail retextured
            Tronyn in high definiton
            Ab
            yss of Pandemonium HD textures
            Nehahra rtlights and other experiments

            Comment


            • #7
              Jakub thanks for your reply, I will try to learn it. Could we take telejano teleport and add it to darkplaces? I will see how it looks.

              I am now trying to combine Seven's SMC progs.dat with Rocketguys Rquake Team Cooperative progs.dat so that I can enjoy seven's special effects in multiplayer cooperative teamplay, rather than just single player.
              Originally posted by Magnus
              Apology accepted.

              Comment


              • #8
                Bump

                I changed topic for help combining progs.dat. Thanks guys
                Originally posted by Magnus
                Apology accepted.

                Comment

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