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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: Moving FX
Ricsta
General Member
Since: Jun 9, 2004
Posts: 933
Last: Nov 27, 2014
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Level 7
Category: CoD2 MP Mapping
Posted: Sunday, Nov. 19, 2006 03:10 pm
Lo MO

Ive been trying to make some fx move but so far i hav'nt got any where, so i thought i would come here to see if anybody knows how :).

All i want is to simply spawn an fx and make it move forward. Ive tryed attaching it to an origin and making the origin move forward, but still no luck

Cheers all

R&R|Ricsta
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={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Nov. 19, 2006 03:41 pm
what fx are you trying to move?
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Ricsta
General Member
Since: Jun 9, 2004
Posts: 933
Last: Nov 27, 2014
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Level 7
Category: CoD2 MP Mapping
Posted: Sunday, Nov. 19, 2006 03:46 pm
oo is this devil wondering what idea im up to now? lol

if ya must know, im trying to move a spotlight forward :)
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={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Nov. 19, 2006 04:56 pm
lol, it is ;)


and you could always script an infintinetly many numbe rof spotlight effects to appear and dissappear over time.
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 23, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Nov. 19, 2006 08:07 pm
moving fire or smoke works great. cuz you could have a thread looping the effect (without loopfx function) and other moving the entity.

example of the loop fx function the effect could be :

chimFX()
{
while(isdefined(self))
{
playfx(level._effect["boat_smoke"], self.origin);
wait(0.6);
}
}

and you couple that with a concurrent thread that moves the same entity (self). loopfx doens't work because it seems not to update the origin every loop, while this thread does.

now that works ok because one playfx of smoke only last 0.6 sec. so if the entity doesn't move too fast, it looks pretty darn good. i did it on a moving boat with nice results. same with fire fx i guess.

but that spotlight is a problem because one playfx of it last 4 seconds i think. if you spawn an fx less then once a sec, it will look as if it jumps rather then moving. on the other you could spawn the spot light every 0.5 sec, but then the previous fx will build the intensity of the previous and so on until you'll have 4/0.5=8 spotlights at the same time, probably causing lag because of the amount of threads too ....

so in short, that method works for fx that are made for looping.

so other than that, I hardly think it's doable. I tried to make that spotlight to rotate (like in coduo) but without luck. the best i could do is spawing it 180 degrees apart every 4 sec.

hooo i also tried making my own fx that rotates ... but i'm no good at that, don't know if it's possible.
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Ricsta
General Member
Since: Jun 9, 2004
Posts: 933
Last: Nov 27, 2014
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Level 7
Category: CoD2 MP Mapping
Posted: Monday, Nov. 20, 2006 12:24 pm
Hey flesym

Thanx for that info, t will come in handy.

But as you said, the spotlight is a bit of a problem :(

I tryed opened up the spotlight in the cod 2 effects editor and trying to give it some settings, but i could'nt work out nothing :(

All i gotta do is rotate the spiotlight so its facing forward instead of up and then make it move forward, grrrrr it sounds so simple but is so hard!!!

Cheers

R&R|Ricsta
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
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Level 7
Category: CoD2 MP Mapping
Posted: Monday, Nov. 20, 2006 12:34 pm
I edit all the stock effects in notepad. Looking at the settings count, life and delay.

This is how I interpret them:

Count - the number of frustrum/tris effects images played each loop

Life - How long these images last

Delay - How long until the effect plays again (using loopfx)

So reducing all of these by similar proportions will retain the effect look, yet allow you to play it more often.

Couple of points:

- I haven't tried this, just that a similar idea worked for the water effects I modified, so I'm guessing the same will work here.

- There are two part to the spotlight effect - you'll need to edit both by the same factor.

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Ricsta
General Member
Since: Jun 9, 2004
Posts: 933
Last: Nov 27, 2014
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Monday, Nov. 20, 2006 01:10 pm
Ive actually just found a spotlight fx that one of my old mates created for my uo map.

It has a .tga file for the image and a shader for the effect.

If you guys know how i would go about putting this in cod 2 then i will just simply place the texture onto a brush (which is how i done it in uo) and then make the brush move.

Anybody know how?

R&R|Ricsta
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 23, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Tuesday, Nov. 21, 2006 10:32 am
I wish I knew ricsta ... trial and error in the effect editor ? i mean ... good luck[crazy]

I guess pedro's way could work if you're able to reduce how long the effect last drastically ... like 0.3 sec ... but then it might look more like a stroboscope then a spotlight ... which i guess is ok if you want to make a rave out of your map.[lol]
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