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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Level Effects
JerryAtricks
General Member
Since: Jun 1, 2008
Posts: 108
Last: Nov 20, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Nov. 7, 2010 03:06 am
Well, I've gone as far as I can with this. Everything says it should be working and it's not. I'm still getting the Missing FX sprites in game. Aside from a total reinstall of the Modtools, what's left?

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odilasa1
General Member
Since: Nov 7, 2010
Posts: 66
Last: Dec 24, 2011
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Sunday, Nov. 7, 2010 04:35 am
Hey JerryAtricks there are a few minor issues here.

mp_mapname.gsc should look like this
Code:
main() 
{ 
maps\mp\_load::main();
maps\mp\mp_mapname_fx::main();
maps\createfx\mp_mapname_fx::main();
maps\mp\_explosive_barrels::main();
}


mp_mapname_fx.gsc
Code:
//_createfx generated. Do not touch!! 
main()
{ 
level._effect[ "weather" ] = loadFX( "weather/cloud_bank" );

/#

if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_mapname_fx::main();
#/

}


This file is in raw/maps/createfx
Code:
//_createfx generated. Do not touch!!
main()
{
ent = maps\mp\_utility::createLoopEffect( "weather" );
ent.v[ "origin" ] = ( 0, 0, 0 );
ent.v[ "angles" ] = ( 270, 26.5649, -26.565 );
ent.v[ "fxid" ] = "weather";
ent.v[ "delay" ] = -1;

ent = maps\mp\_utility::createOneshotEffect( "weather" );
ent.v[ "origin" ] = ( 0, 0, 0 );
ent.v[ "angles" ] = ( 270, 26.5649, -26.565 );
ent.v[ "fxid" ] = "weather";
ent.v[ "delay" ] = -1;
}


To be specific you forgot to add this line to your .gsc
Code:
maps\createfx\mp_mapname_fx::main();


These in your _fx.gsc., this line has backslash instead of forwardslash
Code:
level._effect[ "weather" ] = loadFX( "weather\cloud_bank" );

These symbols check above for usage
Code:
/##/

createfx folder you must change these lines
Code:
ent = maps\mp\_utility::createLoopEffect( "cloud_bank" );
ent.v[ "fxid" ] = "cloud_bank"; 
ent = maps\mp\_utility::createOneshotEffect( "cloud_bank" );
ent.v[ "fxid" ] = "cloud_bank";

To
Code:
ent = maps\mp\_utility::createLoopEffect( "weather" );
ent.v[ "fxid" ] = "weather"; 
ent = maps\mp\_utility::createOneshotEffect( "weather" );
ent.v[ "fxid" ] = "weather";


Hopefully this helps and is not too confusing.
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Sunday, Nov. 7, 2010 10:11 am
You said that you manually added this line to your zone file
Code:
fx,weather\cloud_bank_a
But in the mp_mapname_fx.gsc your FX path and name is
Code:
level._effect[ "weather" ] = loadFX( "weather\cloud_bank" );
So, what's the FX called, cloud_bank or cloud_bank_a ?
Besides that, the paths in the zone file contain only forward slashes.

Also, there is no need to call this
Code:
maps\createfx\mp_mapname_fx::main();
in your main GSC.
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odilasa1
General Member
Since: Nov 7, 2010
Posts: 66
Last: Dec 24, 2011
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Sunday, Nov. 7, 2010 09:19 pm
cskiller86 writes...
Quote:

Also, there is no need to call this
Code:
maps\createfx\mp_mapname_fx::main();
in your main GSC.


Could you please elaborate cskiller86? The way i thought it worked was that the "raw/maps/createfx" .gsc actually defines the effect ingame while the "raw/maps/mp" .gsc loads the effect. Without that line wouldnt it just load and not draw the effect? Thanks for any clarity you can provide.[biggrin]
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Monday, Nov. 8, 2010 03:25 pm
I don't call that file anywhere in my scripts and yet it works. The only reference to that file is in raw/maps/mp/mp_map_fx.gsc. It looks like this
Code:
/#

	if ( getdvar( "clientSideEffects" ) != "1" )
		maps\createfx\mp_bhd_fx::main();
#/	
But that's commented; IIRC, everything between /# and #/ is a comment. So the game shouldn't read those lines.
I think the game automatically searches for a mp_map_fx.gsc in the createfx folder.

But moving on, did you take a look at the FX name ? Is everything alright there ?
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JerryAtricks
General Member
Since: Jun 1, 2008
Posts: 108
Last: Nov 20, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Tuesday, Nov. 9, 2010 03:34 pm
Yeah, I checked the names. They are correct. I must have typo'd that when I wrote it before.

I made all the changes you guys suggested and still no FX. Now I don't even get the Missing FX sprites anymore. I know it has to be one small misspelling or symbol out of place somewhere that's doing it. All sources say that it should be working. I even copied the files from my first map that I had FX in and they worked for that map but not for this map.

sigh...
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odilasa1
General Member
Since: Nov 7, 2010
Posts: 66
Last: Dec 24, 2011
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Tuesday, Nov. 9, 2010 09:29 pm
hey JerryAtricks I would suggest commenting out all fx in "raw/maps/createfx" except for one and work your way up to it, although you should leave your zone files intact. Also you do not have to recompile for these changes to take effect, just re-build your fast file.

Example:
Code:
//_createfx generated. Do not touch!!
main()
{
			ent = maps\mp\_utility::createOneshotEffect( "rain_heavy_mist" );
			ent.v[ "origin" ] = ( 0, 0, 0 );
			ent.v[ "angles" ] = ( 270, 0, 0 );
			ent.v[ "fxid" ] = "rain_heavy_mist";
			ent.v[ "delay" ] = -1;

			//ent = maps\mp\_utility::createOneshotEffect( "lightning" );
			//ent.v[ "origin" ] = ( 0, 0, 550 );
			//ent.v[ "angles" ] = ( 270, 0, 0 );
			//ent.v[ "fxid" ] = "lightning";
			//ent.v[ "delay" ] = -1;

			//ent = maps\mp\_utility::createOneshotEffect( "cloud_cover_a" );
			//ent.v[ "origin" ] = ( 0, 0, 8 );
			//ent.v[ "angles" ] = ( 270, 0, 0 );
			//ent.v[ "fxid" ] = "cloud_cover_a";
			//ent.v[ "delay" ] = -1;
}


edited on Nov. 9, 2010 04:30 pm by odilasa1
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JerryAtricks
General Member
Since: Jun 1, 2008
Posts: 108
Last: Nov 20, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Wednesday, Nov. 10, 2010 02:35 am
Way ahead of you there, odilasa. I've already done that. Still nothing. I even used an effect I KNOW worked in my previous map but doesn't work in this one.

Like I said, I took the files from a previous map that I did (mp_salaambad) where the effects worked, copied those, and replaced all the names and coordinates to fit my map and it still doesn't work.

All I can think of at this time is a total reinstall of the game/tools. It's always the FX that get me stuck. Why do they have to be so friggin' uncooperative?! [banghead]

Can someone send me their files that work so I can try using them? At least, if they don't work, I will know it's nothing that I'm doing wrong.

If that's ok, send them to JerryAtricks1@gmail.com.

Thanks.

edited on Nov. 9, 2010 09:36 pm by JerryAtricks
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odilasa1
General Member
Since: Nov 7, 2010
Posts: 66
Last: Dec 24, 2011
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Thursday, Nov. 11, 2010 07:40 pm
So how's it going with the new files JerryAtricks?
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JerryAtricks
General Member
Since: Jun 1, 2008
Posts: 108
Last: Nov 20, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Nov. 13, 2010 11:24 am
@odilasa: Actually, I figured it out on my own. It was the order of the back/forward slashes. Those damn things are so friggin' picky! [ohwell]

I saw that you sent me your files. Thanks! Comparing yours to mine (old ones), that would have solved my issue. So thanks again. [thumbs_up]

I am curious to see what your setExpFog settings look like. Gonna go try them out. [biggrin]
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