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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: Help using stock waterfall FX
[DAR]TommyToy1074
General Member
Since: Apr 24, 2011
Posts: 72
Last: Nov 6, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Saturday, May. 14, 2011 08:08 pm
Could anyone help me with the stock waterfall fx, I did see that there was some stock fx but nothing on here about using it. Could someone help please.

edited on May. 15, 2011 01:55 pm by [DAR]TommyToy1074
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[DAR]TommyToy1074
General Member
Since: Apr 24, 2011
Posts: 72
Last: Nov 6, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Sunday, May. 15, 2011 05:58 pm
Doesn't anyone know how to use FX or is this going to be new to everyone? Still waiting to get help with the stock waterfall fx the rest of the map is done.
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Sunday, May. 15, 2011 11:45 pm
What stock waterfall effect?

What do you need help with exactly?

We are here to help but you really haven't defined a question let alone a problem, just that, you need help. Have you followed any FX tutorials? What have you done so far and where are you stuck?
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[DAR]TommyToy1074
General Member
Since: Apr 24, 2011
Posts: 72
Last: Nov 6, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Monday, May. 16, 2011 03:33 am
Well to be honest, I'm stuck with even getting started. I have watched the tutorials here and on Codutility but all only talk about burning berrals. And don't really say much about the all the other FX.

And the stock fx that I was thinking of using is in the raw/fx/misc folder and it's call something like waterfall_haunted.
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Monday, May. 16, 2011 04:10 am
All the FX work the same way. Well, about 99% of them do. Where you able to get the barrels working?

If not, I'll try and get a short tutorial in the thread here as soon as I have some time. Either tonight or tomorrow.
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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. 16, 2011 03:14 pm
the problem being is not many Tuts give full details or any details on how to use EFX files, i wanted to use lava_a_large.efx file and the Waterfall_haunted.efx file also in the raw/fx/misc folder , ive found no tut that tell you how to add these to a map, no info if you need to add any script in a GSC file, and no info if needted to be placed in a zonefile..

So how about someone realy helping us newbies out and making a decent easy to understand,and each to use, step,by step detail TUT on how to use the EFX files....

would be a very helpfull TUT and helpfull person and would benif in helping hundreds of mappers.

Hope DeekCiti can provide us with a TUT like this ASAP.., will make my map more intresting then as i want to use several EFX files myself.

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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Monday, May. 16, 2011 07:05 pm
This will be the short version. There are many ways to add FX to your map. This is only " 1 " way to do it.

Pick out an FX that you want to use.

1. Navigate to the following path: Call of Duty 4 - Modern Warfare\raw\maps\mp

2. Create a new text file in the " mp " folder. Change the file extension to .gsc. Name this file: mp_yourmapname_fx.gsc

3. Open this file and place the following inside it:
Code:
main()
{
	level._effect[ "fire_sm" ]	= loadfx( "fire/firelp_small_dl_c" );
}


Let's say you had two fx. It would simply look like this:
Code:
main()
{
	level._effect[ "fire_sm" ]	= loadfx( "fire/firelp_small_dl_c" );
	level._effect[ "fire_light" ]	= loadfx( "fire/fire_light" );
}


This file is what your map needs to load your fx's. Now what you want to do is edit the line or lines to fit your fx's you want to use.




In the first example, level._effect[ "fire_sm" ], what is highlighted in red is kinda like an alias or generic name you as the mapper gets to create.




Let's say I was adding a waterfall. I would change what's in red to " waterfall ". Or, whatever you want, just as long as you know what it is. We will need to reference this alias later.




Now, the second part is the actual effect that needs to be loaded. Here is where you define what effect you want to use.
= loadfx( "fire/firelp_small_dl_c" ); What is highlighted in red is the path and file of the fx.
My new line would look like this:
Code:
main()
{
	level._effect[ "waterfall" ]	= loadfx( "misc/waterfall_hunted" );
}



As you can see, you are only editing what is in red.




4. Once you have your fx loaded, save and close it. Since you've just created a new file, your map needs to know about it. We need to load this new .gsc now from your main map .gsc.




5. Navigate to: Call of Duty 4 - Modern Warfare\raw\maps\mp and open your maps main .gsc " mp_yourmapname.gsc ". In the place where you load your scripts add this new script using the following line.
Code:
	maps\mp\mp_yourmapname_fx::main();





6. Save and close. Now your zone file needs to know about it. This way it can pack that script into your FF file. Open your zone file and add the following line:
Code:
rawfile,maps/mp/mp_yourmapname_fx.gsc



7. Now we need to define where these fx would play in the map. Navigate to: Call of Duty 4 - Modern Warfare\raw\maps\createfx and if the " createfx " folder doesn't exist, create it. In this folder create a new text file and change the extension to .gsc. What is important here is that we are naming this script the same name as the other script we've created. The only difference is, they are in different paths. Name the file:
mp_yourmapname_fx.gsc

8. Open this script and paste the following:
Code:
//_createfx generated. Do not touch!!
main()
{	
	ent = maps\mp\_utility::createOneshotEffect( "misc/waterfall_hunted" );	
	ent.v[ "origin" ] = ( -2432, -826, 98 );
	ent.v[ "angles" ] = ( 270, 0, 0 );
	ent.v[ "fxid" ] = "waterfall";
	ent.v[ "delay" ] = -1;
	ent.v[ "soundalias" ] = "";
}


As you can see, I've already edited the lines. Look at how they match up with the line that loads the effect. This is how it is done. Pay attention to the pattern.




main()


{


ent = maps\mp\_utility::createOneshotEffect( "misc/waterfall_hunted" );


ent.v[ "origin" ] = ( -2432, -826, 98 );


ent.v[ "angles" ] = ( 270, 0, 0 );


ent.v[ "fxid" ] = "waterfall";


ent.v[ "delay" ] = -1;


ent.v[ "soundalias" ] = "";


}




Since we don't have coordinates yet, which we will get soon, just leave the default (x,y,z) coordinates in there. The angles ( 270, 0, 0 ) shows that this effect with play just as it does in the FX editor, by default. Use these default angles first before you edit this line. Most effects will use these angles. Now that we have a place for the effect to play you can save and close.
Just like your first script, if you wanted to add another place for an fx to play, you can simply copy the code like this:
Code:
//_createfx generated. Do not touch!!
main()
{	
	ent = maps\mp\_utility::createOneshotEffect( "misc/waterfall_hunted" );	
	ent.v[ "origin" ] = ( -2432, -826, 98 );
	ent.v[ "angles" ] = ( 270, 0, 0 );
	ent.v[ "fxid" ] = "waterfall";
	ent.v[ "delay" ] = -1;
	ent.v[ "soundalias" ] = "";

	ent = maps\mp\_utility::createOneshotEffect( "misc/waterfall_hunted" );	
	ent.v[ "origin" ] = ( -2432, -826, 98 );
	ent.v[ "angles" ] = ( 270, 0, 0 );
	ent.v[ "fxid" ] = "waterfall";
	ent.v[ "delay" ] = -1;
	ent.v[ "soundalias" ] = "";
}


Obviously they both wouldn't be identical, it is just for example purposes only. You can see the line about the soundalias? If you have a soundalias and your fx needs to make a sound, you would plug in your soundalias between the quotes.




9. Navigate to: Call of Duty 4 - Modern Warfare\raw\maps\mp and open your maps main .gsc " mp_yourmapname.gsc ". In the place where you load your scripts add this new script using the following line. Notice the change in the path.
Code:
	maps\createfx\mp_yourmapname_fx::main();





10. Save and close. Now your zone file needs to know about it. This way it can pack that script into your FF file. Open your zone file and add the following line:
Code:
rawfile,maps/createfx/mp_yourmapname_fx.gsc


11. Now open up radiant and navigate to the place where you want the fx to play. Right click the 2D window and create a script > origin. Move the origin into place. Deselect the origin, and then reselect it. Press N. Collect the (x,y,z) and paste them into the FX file that now needs our coordinates. The file we want is located in the createfx folder. If you paste the coordinates from radiant, you will have to add back in the commas, or the map will give you an error on load. Save and close the script. You can leave in that script origin if you want as a place holder, but if your map is high in entities, just delete it. I would suggest deleting the origin once you get your fx working and placed ingame.




12. Last thing to do is to add the actual effect to your zone file. Open your zone file and since in this example I used the waterfall effect. You would add the following line to the zone file:
Code:

fx,misc/waterfall_hunted


As you can see, this short tutorial took me almost an hour to type up. This is the reason why you have few and little help on this subject. I may have made a few mistakes in here and if so we can correct it as the thread develops. If I missed something, I'm sorry. Goodluck. [cool]


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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. 16, 2011 08:52 pm
/im Stumped, clueless.lol

in the folder C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\raw\fx\misc\ file show the extention as EFX , lava_a_large.efx are these the same type of files we can use for your TUT...

How do we load the EFX into our map location as it only shows as a small red box.? Also how do we add it to zonefile do we add it as lava_a_large.efx , or as fx,misc/lava_a_large.efx ,or as fx,misc/lava_a_large ??

I am gratefull on what ya have posted, but is there any chance of a tut with more details with images or even a VIDEO tut you can post up...

There are a few itmes i like to add to my map, as like Lava, Waterfall, and a couple of others, but im not sure i could do this without more help.>?

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[DAR]TommyToy1074
General Member
Since: Apr 24, 2011
Posts: 72
Last: Nov 6, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Monday, May. 16, 2011 09:06 pm
Ok, I do understand that this takes time to type out but I think in the long run it will help many.

I have tried as you posted above and I am getting an error when trying to run the game now. Here is a copy of that section of the log file

******* script runtime error *******
type undefined is not an int: (file 'maps/mp/_fx.gsc', line 90)
self.looper = spawnFx( level._effect[self.v["fxid"]], self.v["origin"], self.v["forward"], self.v["up"] );
*
Error: called from:
(file 'maps/mp/_fx.gsc', line 85)
create_triggerfx();
*
Error: started from:
(file 'maps/mp/_fx.gsc', line 80)
wait .05; // waitframe
*
Error: ************************************
dvar set cl_paused 0
dvar set loc_language 0
dvar set loc_forceEnglish 0
dvar set com_errorTitle Error
dvar set com_errorMessage script runtime error
(see console for details)
type undefined is not an int
********************
ERROR: script runtime error
(see console for details)
type undefined is not an int

Here is a copy of the raw/maps/mp/mp_waterfall.gsc:

main()
{
maps\mp\mp_waterfall_fx::main();
maps\createfx\mp_waterfall_fx::main();
maps\mp\_load::main();
maps\mp\w_rotate::main();
maps\mp\w_rotate2::main();
maps\mp\w_rotate3::main();
maps\mp\w_rotate4::main();




game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "2" );

setdvar("compassmaxrange","2000");
}

Here is a copy of the raw/maps/mp/mp_waterfall_fx.gsc:

main()
{
level._effect[ "waterfall" ] = loadfx( "misc/waterfall_hunted" );

}

And here is a copy of the raw/maps/createfxmp_waterfall_fx.gsc:

//_createfx generated. Do not touch!!
main()
{
ent = maps\mp\_utility::createOneshotEffect( "misc/waterfall_hunted" );
ent.v[ "origin" ] = ( 936, 24, 24 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "waterfall_hunted";
ent.v[ "delay" ] = -1;
ent.v[ "soundalias" ] = "";

}

Let me know if there is anything that is wrong.
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[DAR]TommyToy1074
General Member
Since: Apr 24, 2011
Posts: 72
Last: Nov 6, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, May. 17, 2011 01:48 am
manic,

I think that the efx is the file type that the fx uses but not sure.
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