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Topic: New Tutorial Exploders |
| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Monday, Feb. 21, 2005 12:38 pm |
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Hey all,
I put together a tutorial a tutorial on using exploders with pictures. It is written for CoD but works exactly the same with UO (though the textures may appear differently. It is step by step and covers making a breakable wall, a breakable window, using edploderchunks and exploder effects.
You can view the tutorial here and as well I made available a suppliment file that contains the .map, .bsp, and required .gsc's. You can get the suppliment file(s) here
Any comments (good or bad) are appreciated |
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| m4dmax |
General Member Since: Jan 27, 2005 Posts: 31 Last: Mar 29, 2008 [view latest posts] |
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| T.E.C.-Leader |
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General Member Since: Sep 23, 2004 Posts: 214 Last: May 4, 2005 [view latest posts] |
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| Feindflug |
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General Member Since: Aug 14, 2004 Posts: 103 Last: Feb 20, 2006 [view latest posts] |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Feb. 22, 2005 12:46 am |
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@hotguywpi
that sounds like you are describing the fireflower effect, which is a default effect that the engine uses in place of the .efx file that it cant find
check your .gsc for a typo and make sure that the effect you are trying to use exists and is in the proper location (did you type it right?)
BTW - thanks for the positive feedback |
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| AnnoYeD |
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General Member Since: Sep 21, 2004 Posts: 116 Last: Apr 26, 2006 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Feb. 22, 2005 04:06 am |
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hi there,
Stryder this a fantastic tutorial about the exploders, really helpful
what im wondering is in the kharkov1 level in UO when u do the artilery strikes big chunks fall from the buildings to the ground, this also happens with the lighthouse in the sicily1 level. What im wondering is the falling effect achieved by connect a 'path' of script_origins where the script_brushmodel will fall?
i hope you can understand me mate :razz:
cheers ben |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Feb. 22, 2005 04:57 am |
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what you are describing is different than exploder chunks....and exploders for that matter
that is a scripted event that would follow along the same lines, except you may note that the pieces follow the same path every time you play...that is because they are following a path
there is multiple ways you can do this (if you looked in the gsc's for the maps you named - you would find them) but in essence it is the same as moving a brush (as described in the getting started in scripting tutorial) only each brush is going to have a path, and instead of specifying moveto coordinates, you can link a script_origin and moveto --> target
it is late here - so i hope that explains it well enough...if not, ask and i (if not the community...there are plenty of brilliant mappers and scripters out there) will do what we can to help |
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| AnnoYeD |
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General Member Since: Sep 21, 2004 Posts: 116 Last: Apr 26, 2006 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Feb. 22, 2005 05:04 am |
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Thank you heaps mate, ill check that out when im finished school for today. (year 12 so last year ![[devilishgrin]](images/BBCode/smilies/devilishgrin.gif) )
BTW im thinking of making a map showing how to get higgins boats to move and open their ramps when theyve finished moving. would it be better to do this in tutorial form or just a downloadable map with some explanations.
Also all credit with the moving higgins goes to phantomdentist who was kind enough to give some of his time to show me how to do this, Thanks mate
cheers ben |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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