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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: Another Question on Fire;
manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, May. 2, 2011 10:32 am
Im using fx,fire/firelp_barrel_pm for barrel fire, but want to use a LARGER kind of fire.
can someone tell me what i can use for a ground fire? not a small one like camp fire, but a larger fire for building/ Ground type fire.

Also where can i find the fire type, disk location, RAW/FX/,ECt,ect ???or Prefab/ Misc,ect,ect
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 2, 2011 11:51 am
Have you tried using the efx editor? You can make any .efx you want with this tool.
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, May. 2, 2011 01:25 pm
Mystic writes...
Quote:
Have you tried using the efx editor? You can make any .efx you want with this tool.


my EFX Ditor wont work it keeps crashing and wont load on windows 7
i tried this file ( fire_wall_50.efx) as standard but it just gives me a picture of a car,


im not sure how to work with EFX Files myself, so i need help to use these, i tried a tut which still did not help me in any way as still getting car as picture.

tut -->> How to use EFX files

so if someone can help me out here please i be greatfull as i do need bigger fires for my map



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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, May. 2, 2011 01:35 pm
oh forgot this is my Zone File: check bottom, is this correct..?

Quote:

ignore,code_post_gfx_mp,,,,,,,,,,
ignore,common_mp,,,,,,,,,,
ignore,localized_code_post_gfx_mp,,,,,,,,,,
ignore,localized_common_mp,,,,,,,,,,
col_map_mp,maps/mp/mp_caven4.d3dbsp,,,,,,,,,,
rawfile,maps/mp/mp_caven4.gsc,,,,,,,,,,
impactfx,mp_caven4,,,,,,,,,,
sound,common,mp_caven4,!all_mp,,,,,,,,
sound,generic,mp_caven4,!all_mp,,,,,,,,
sound,voiceovers,mp_caven4,!all_mp,,,,,,,,
sound,multiplayer,mp_caven4,!all_mp,,,,,,,,
xmodel,body_mp_usmc_specops,,,,,,,,,,
xmodel,head_mp_usmc_tactical_mich_stripes_nomex,,,,,,,,,,
xmodel,body_mp_usmc_sniper,,,,,,,,,,
xmodel,head_mp_usmc_tactical_baseball_cap,,,,,,,,,,
xmodel,body_mp_usmc_recon,,,,,,,,,,
xmodel,head_mp_usmc_nomex,,,,,,,,,,
xmodel,body_mp_usmc_assault,,,,,,,,,,
xmodel,head_mp_usmc_tactical_mich,,,,,,,,,,
xmodel,body_mp_usmc_support,,,,,,,,,,
xmodel,head_mp_usmc_shaved_head,,,,,,,,,,
xmodel,body_mp_arab_regular_cqb,,,,,,,,,,
xmodel,head_mp_arab_regular_headwrap,,,,,,,,,,
xmodel,viewhands_desert_opfor,,,,,,,,,,
xmodel,body_mp_arab_regular_sniper,,,,,,,,,,
xmodel,head_mp_arab_regular_sadiq,,,,,,,,,,
xmodel,body_mp_arab_regular_engineer,,,,,,,,,,
xmodel,head_mp_arab_regular_ski_mask,,,,,,,,,,
xmodel,body_mp_arab_regular_assault,,,,,,,,,,
xmodel,head_mp_arab_regular_suren,,,,,,,,,,
xmodel,body_mp_arab_regular_support,,,,,,,,,,
xmodel,head_mp_arab_regular_asad,,,,,,,,,,
fx,fire/firelp_barrel_pm,,,,,,,,,,
fx,ambient_runners/mp_cargoship_rain_noise01,,,,,,,,,,
fx,ambient_runners/mp_cargoship_rain_noise02,,,,,,,,,,
fx,ambient_runners/mp_cargoship_rain_noise03,,,,,,,,,,
fx,ambient_runners/mp_cargoship_rain_noise04,,,,,,,,,,
fx,ambient_runners/mp_cargoship_rain_noise_ud01,,,,,,,,,,
fx,ambient_runners/mp_cargoship_rain_noise_ud02,,,,,,,,,,
fx,ambient_runners/mp_cargoship_rain_noise_ud03,,,,,,,,,,
fx,ambient_runners/mp_cargoship_rain_noise05,,,,,,,,,,
fx,weather/rain_mp_farm,,,,,,,,,,
fx,weather/lightning_mp_farm,,,,,,,,,,
fx,misc/cgoshp_drips,,,,,,,,,,
fx,misc/cgoshp_drips_a,,,,,,,,,,
fx,weather/rain_mp_farm,,,,,,,,,,
fx,weather/lightning_mp_farm,,,,,,,,,,
ignore,code_post_gfx_mp,,,,,,,,,,
ignore,common_mp,,,,,,,,,,
ignore,localized_code_post_gfx_mp,,,,,,,,,,
ignore,localized_common_mp,,,,,,,,,,
fx,explosions/grenadeExp_dirt
sound,mines,mp_yourmap,all_mp
fx, fire/fire_wall_50.efx





i also added somethink to my FX File.


MP_Caven4_fx
Quote:

main()
{
maps\mp\_load::main();

{

maps\mp\mp_barrel_fx::main();
maps\createfx\mp_barrel_fx::main();

maps\mp\_load::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1500");

precacheFX()
{
level._effect["flak_explosion"] = loadfx("fx/fire/fire_wall_50.efx");
}


Is this correct??? Do i add anythink else anywhere.?


edited on May. 2, 2011 09:36 am by manickiller


The FX Line info i took from here.
FX TUT 2

edited on May. 2, 2011 09:41 am by manickiller
Still Wrong and errors... GRRRR




edited on May. 2, 2011 11:19 am by manickiller
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Monday, May. 2, 2011 06:34 pm
there are many fx that you can have, look in you raw/fx folder for the many types of fire, some don't work but most of them do
this is the mp_map_fx , in raw/maps/mp folder

main()
{
level._effect["firelp_med_pm"] = loadfx ("fire/firelp_med_pm_nodistort");
level._effect["firelp_small_pm"] = loadfx ("fire/firelp_small_pm");
level._effect["firelp_small_pm_a"] = loadfx ("fire/firelp_small_pm_a");
level._effect["dust_wind_fast"] = loadfx ("dust/dust_wind_fast");
level._effect["dust_wind_slow"] = loadfx ("dust/dust_wind_slow_yel_loop");
level._effect["dust_wind_spiral"] = loadfx ("dust/dust_spiral_runner");
level._effect["hawk"] = loadfx ("weather/hawk");
level._effect["bird_seagull_flock_large"] = loadfx ("misc/bird_seagull_flock_large");

maps\mp\_fx::loopfx("bird_seagull_flock_large",(383.5, 4061, 290), 3);
maps\mp\_fx::loopfx("hawk",(-2178.5, 4457.5, 290), 3);
maps\mp\_fx::loopfx("dust_wind_spiral",(-1435.5, 3166.5, 290), 3);
maps\mp\_fx::loopfx("dust_wind_slow",(-691, 3169, 290), 3);
maps\mp\_fx::loopfx("dust_wind_fast",(-1982.5, 328, 290), 3);
maps\mp\_fx::loopfx("firelp_small_pm_a",(-381, 325.5, 290), 3);
maps\mp\_fx::loopfx("firelp_small_pm",(-1672.5, 15, 290), 3);
maps\mp\_fx::loopfx("firelp_med_pm",(-57.5, 672, 290), 3);

}


to set the location that you want use, your map open, select n in radiant use a script origin move it to the location that you want unselect it then reselect it, now you have a origin like -56 512.5 600 copy it and add it to the fx line like this
maps\mp\_fx::loopfx("firelp_med_pm",(-56, 512.5, 600), 3);
after you paste from the editor you need to add 2 commas , note the line -56, 512.5,
compile and the fx, and it will be where you set the origin
note that this is 1 way of doing it that always worked for me , there is a slightly more complicated way though create fx as well.
your csv in zone sorce needs the fx too !

fx,fire/firelp_small_pm
fx,fire/firelp_small_pm
fx,fire/firelp_small_pm_a
fx,fire/firelp_med_pm_nodistort
fx,dust/dust_wind_fast
fx,dust/dust_wind_slow_yel_loop
fx,dust/dust_spiral_runner
fx,weather/hawk
fx,misc/bird_seagull_flock_large
Red


you can add smoke the same way

edited on May. 2, 2011 02:35 pm by COLMAC
you do not uses xmodels to create fx
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, May. 2, 2011 06:50 pm
ok i know where the files are, but still not working.. here is my sctipt.

Quote:

main()
{
maps\mp\_load::main();

{

maps\mp\mp_barrel_fx::main();
maps\createfx\mp_barrel_fx::main();

maps\mp\_load::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1500");

thread fire();
}

fire()

{

fire1 = getent("fire1","targetname");
level._effect[ "fire" ] = loadfx( "fire/firelp_large_pm" );
maps\mp\_fx::loopfx("fire", (fire1.origin), 3, (fire1.origin) + (0, 0, 90));

main()
{
precacheFX();
spawnFX();
}

precacheFX()
{
level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
}

spawnFX()

maps\mp\mp_caven4_createfx::main();
}
}


But i think this is wrong, not sure.? this FX adding is damm well hard and im beginning to pull my hair out..lol

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Spik3d
General Member
Since: Jan 30, 2008
Posts: 130
Last: Feb 19, 2015
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, May. 2, 2011 06:59 pm
You have two main()'s and have curly braces in spots where they're not needed. You have functions that just plain aren't needed.

You're making it way more complicated than it has to be.

fire1 = getent("fire1","targetname");
level._effect[ "fire" ] = loadfx( "fire\firelp_large_pm" );
maps\mp\_fx::loopfx("fire", (fire1.origin), 3);

That should be all you need for FX. And if you see a "missing fx" where the fire is, you need to update your zone file.
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, May. 2, 2011 08:21 pm
Spik3d writes...
Quote:
You have two main()'s and have curly braces in spots where they're not needed. You have functions that just plain aren't needed.

You're making it way more complicated than it has to be.

fire1 = getent("fire1","targetname");
level._effect[ "fire" ] = loadfx( "fire\firelp_large_pm" );
maps\mp\_fx::loopfx("fire", (fire1.origin), 3);

That should be all you need for FX. And if you see a "missing fx" where the fire is, you need to update your zone file.


i did that but still no go, i did the following for the 2nd fire.
Selected Script/Origin (pressed N) KEY: Fire2 Value: firelp_large_pm

Bit still no go, this is how my GSC file looks like now.
Quote:

main()
{
maps\mp\_load::main();

{

maps\mp\mp_barrel_fx::main();
maps\createfx\mp_barrel_fx::main();

maps\mp\_load::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1500");

thread fire();
}

fire1 = getent("fire1","targetname");
level._effect[ "fire" ] = loadfx( "fire\firelp_large_pm" );
maps\mp\_fx::loopfx("fire", (fire1.origin), 3);
}


My mp_caven4_FX File.
Quote:

main()
{
maps\mp\_load::main();

{

maps\mp\mp_barrel_fx::main();
maps\createfx\mp_barrel_fx::main();

maps\mp\_load::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1500");

thread fire();
}

fire()

{

fire1 = getent("fire1","targetname");
level._effect[ "fire" ] = loadfx( "fire/firelp_large_pm" );
maps\mp\_fx::loopfx("fire", (fire1.origin), 3, (fire1.origin) + (0, 0, 90));

main()
{
precacheFX();
spawnFX();
}

precacheFX()
{
level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
}

spawnFX()
{
maps\mp\mp_caven4_createfx::main();
}
}




i think ive screwed up here somewhere..??? I am trying to add 3-4 differant types of fires...

Oh also in Zoinefile i have fx,fire/firelp_large_pm

so here am i going wrong ???
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Spik3d
General Member
Since: Jan 30, 2008
Posts: 130
Last: Feb 19, 2015
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, May. 2, 2011 09:57 pm
There is no fire function in your GSC. You have an unneeded open curly brace in your main(). And your FX file is just all wrong.

Look at stock map GSC files. I don't feel like you're trying to learn what's causing problems, but instead just wanting someone to do it for you.
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, May. 2, 2011 10:34 pm
posted the wrong CSFile,here what i have,

Quote:

main()
{ maps\mp\_load::main();
maps\mp\mp_wod1_fx::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_wod1");
//setExpFog(500, 2200, 0.81, 0.75, 0.63, 0);
//VisionSetNaked( "mp_wod1" ); ambientPlay("ambient_wod1_ext");
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert"; setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".25"); setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3"); setdvar("compassmaxrange","2500"); }

level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );
maps\mp\_fx::loopfx("rain_heavy_mist", (531.5, -411.9, 0.0), 3);
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
maps\mp\_fx::loopfx("lightning", (531.5, -411.9, 0.0), 10);

level._effect[ "fire" ] = loadfx( "fire/firelp_large_pm" );
maps\mp\_fx::loopfx("fire", (fire2.origin), 3, (fire2.origin) + (0, 0, 90));
level._effect[ "fire" ] = loadfx( "fire/firelp_large_pm" );
maps\mp\_fx::loopfx("fire", (fire1.origin), 3, (fire1.origin) + (0, 0, 90));



}

is this corerect or still wrong, if i dont ask i dont get help, and wont be able to learn..lol
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