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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Corona, keys/value??
sgtdeath
General Member
Since: Jul 23, 2005
Posts: 116
Last: Jul 24, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Oct. 14, 2006 11:41 pm
u have to do a full compile to see the effects, and i think the higher the dynamic lights setting, the better
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sharkeh
General Member
Since: Sep 24, 2006
Posts: 20
Last: Dec 1, 2006
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Sunday, Oct. 15, 2006 01:24 am
I was having the same problem so I made this little efx file. It's not great but it does the job i needed.

Code:
Particle
{
	name				lensflare

	flags				usePhysics relative

	spawnFlags			evenDistribution frustumCull

	count				10

	life				600

	delay				0 600

	spawnRange			0 3000

	spawnFrustumCullRadius	100.000000

	rgb
	{
		curve
		[
			0 1 1 1
			0.9741 0.712 0.6597 0.1099
			1 0 0 0
		]
	}

	rgbRand
	{
		curve
		[
			0 1 1 1
			1 0 0 0
		]
	}

	alpha
	{
		curve
		[
			0 0 0 0
			0.1609 0.1485 0 0
			0.5 0.2327 0 0
			0.8305 0.1436 0 0
			1 0 0 0
		]
	}

	alphaRand
	{
		curve
		[
			0 1 0 0
			1 0 0 0
		]
	}

	size
	{
		curve
		[
			0 1 0 0
			1 0 0 0
		]

		scale			50
	}

	sizeRand
	{
		curve
		[
			0 1 0 0
			1 0 0 0
		]
	}

	size2
	{
		curve
		[
			0 1 0 0
			1 0 0 0
		]
	}

	size2Rand
	{
		curve
		[
			0 1 0 0
			1 0 0 0
		]
	}

	length
	{
		curve
		[
			0 1 0 0
			1 0 0 0
		]
	}

	lengthRand
	{
		curve
		[
			0 1 0 0
			1 0 0 0
		]
	}

	rotationDelta
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	rotationDeltaRand
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocityX
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocityY
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocityZ
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocityXRand
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocityYRand
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocityZRand
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocity2X
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocity2Y
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocity2Z
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocity2XRand
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocity2YRand
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	velocity2ZRand
	{
		curve
		[
			0 0 0 0
			1 0 0 0
		]
	}

	shaders
	[
		gfx_spotlight_lensflare
	]
}


Just paste this code into notepad and save it to your main/fx/misc/ folder as corona.efx

then in yourmap_fx.gsc put this in precacheFX():
Code:

	level._effect["corona"]			= loadfx ("fx/misc/corona.efx");



and in ambientFX() put this:
Code:

	maps\mp\_fx::loopfx("corona", (x, y, z), 0.2);


replacing x, y, z with the coordinates where you want the corona. Hope this helps. :)

edited on Oct. 14, 2006 09:26 pm by sharkeh
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Sunday, Oct. 15, 2006 09:31 am
Nice one! I'll give that a try.
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Sunday, Oct. 15, 2006 01:15 pm
Its looks pretty good, but is it possible to get rid of the glowing centre, just leaving the outer rings? Otherwise its great :D
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sharkeh
General Member
Since: Sep 24, 2006
Posts: 20
Last: Dec 1, 2006
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Sunday, Oct. 15, 2006 01:55 pm
To reduce the glow just look at the top section of the file and where it says:
Code:
	count				10

play about with lowering that value until you get the result you want.
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