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Topic: EFX |
| Scratchy |
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General Member Since: Feb 10, 2006 Posts: 276 Last: Mar 16, 2009 [view latest posts] |
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| novemberdobby |
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General Member Since: Sep 17, 2006 Posts: 1965 Last: Oct 13, 2013 [view latest posts] |
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General Member Since: Jun 5, 2006 Posts: 675 Last: Apr 29, 2008 [view latest posts] |
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| Scratchy |
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General Member Since: Feb 10, 2006 Posts: 276 Last: Mar 16, 2009 [view latest posts] |
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General Member Since: Jun 5, 2006 Posts: 675 Last: Apr 29, 2008 [view latest posts] |
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| Scratchy |
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General Member Since: Feb 10, 2006 Posts: 276 Last: Mar 16, 2009 [view latest posts] |
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Category: CoDUO Mapping Posted: Thursday, Jan. 3, 2008 09:20 pm |
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NovemberDobby writes...Quote:
The picture is defined in the shaders[] part of the file, for example, smoke/smk_p_top_blk_a refers to a file in pk3/fxshaders/something.shader, which will have a smoke/smk_p_top_blk_a definition there somewhere, which links to an actual image file and determines it's blending, etc.
![[thumbs_up]](images/BBCode/smilies/thumbs_up.gif)
So lets say I want to make some FX. My shopping list would look like this...
- fx/myfxfolder/my_fx.EFX
- fxshaders/my_fx.shader
- gfx/myfxfolder/my_fx.tga
???
edited on Jan. 3, 2008 04:20 pm by Scratchy |
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| 94sniper |
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General Member Since: Jun 15, 2007 Posts: 907 Last: Jun 22, 2009 [view latest posts] |
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| .KiLL3R. |
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General Member Since: Oct 26, 2006 Posts: 1437 Last: Jul 3, 2017 [view latest posts] |
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Category: CoDUO Mapping Posted: Thursday, Jan. 3, 2008 09:54 pm |
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hmm @dilbert
instead of using the efx to make the varying rgb or alpha so it goes down an up, use the fxshaders :D
this makes it fade in and out also this is how i got the glowing main menu on zom
Code: gfx/dilberttest1
{
entityMergable
polygonOffset2
{
map gfx/stuff/test1
rgbgen constLighting ( 0.2 0 0 ) //a dull kinda red
alphaGen wave sin 0.5 0.5 0.5 0.5
blendFunc GL_SRC_ALPHA GL_ONE //or somthin
}
}
@sniper
there all in xanim
efx are fxs and have NOTHING to do with animations o_O
if u wont to know the difference, just open them in notepad or somthin :P |
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| |DA|DarkDilbert |
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General Member Since: Jun 5, 2006 Posts: 675 Last: Apr 29, 2008 [view latest posts] |
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| Scratchy |
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General Member Since: Feb 10, 2006 Posts: 276 Last: Mar 16, 2009 [view latest posts] |
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Category: CoDUO Mapping Posted: Thursday, Jan. 3, 2008 10:20 pm |
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94sniper writes...Quote: What exactly is the difference between anims and EFX's? I know that anims are used on actors and such, but is it the same programming language?
And another thing, Where are all the anim files at? i've looked at animtrees, animscripts, everything and I cant find it!
Ill save the harsh words and be blunt.
Contents of an xanim file:
Code:
? jaw l_brow l_cheek l_eye l_eyelid_bottom l_eyelid_top l_mouthcorner l_toplip m_toplip r_brow r_cheek r_eye r_eyelid_bottom r_eyelid_top r_mouthcorner r_toplip l_bottomlip m_bottomlip r_bottomlip w
&(*12345679:;>?CKLMNOPQRSTUVWXYZ[cdefhjklnopqrstuvwxyz{|}~???ƒ????????Ž??????????Ÿ?????Ý~ÝôÜÜ?ÚšØÛÓÄÏ#ÖÛeÛbÛÛ0ØÈÔEÕ??^Øt?Ù9Úõ?3ÕÈ??ÛôÜâÚ?Ò?ÉnÍüÓi?0ÜXÝËÝËÝ7Ý[ÛæØ<ÓÐÃÑE?ƒÙ?Ú,Ý?ÝËÝ?ÝTÝ?Ü,Ú(Ö?Ó&Ö?ÚØÜÖÛ?Û?Ú9ÙlØ<ÚÓÜËÝËÝÂÜÅÚ~ÙèØÕØÕ??+Ù?Ú[Û'ØiÔ?Õ.Ø;ÚÛéÕuÎfÐðÓUÖz?cØÞØ?ÙìÚ?ÛÙÙ?ÖíÔ%ÒìÖiÚ?Û^ÜqÜ?ÝËÝwÝ?ÛÙ:ÝwÝŸÛÙ?ÙyÛžÜ?ÝËÝLÝËÝËÝ &(.09BCEFJKMNZ{?Ž??ÍÞ?û?4?Áÿ?#Xÿ?r0ÿ??Bÿ??Áÿ?#=I?ë?üS9ÏA0X?5^|6bû1]ÅII@ëÜ
?iî
Á ??
t sà
? ÿÃ
?ÍÞ '0BCEFJKMNX{?????xÿØ??ÿL?ÿ?çŒÿvôxÿÛŽ{ÿî{Šÿ3
ÑÿY#ãÿ?? ãÿž? Ñÿ[!Šÿ4 {ÿðyvÿÇ?3ÿ J,ÿ??0ÿötIÿ"Hnÿ?äxÿØ? Ðq?= çÚým BCEFJKMNX{???????VE??VE???Fæ?-Ió??Ió??Iæ?-I???F??VE??PG??Tªœ?.º??D?œ?µƒ??8P??VE ' %&'(*-./019BCDEFJKLMNUWk|?Œ?Ÿ??Ó ?$Æ ??? ? s ?ç ??Òÿ?"?ÿ?v?ÿ???ÿ???ÿ???ÿ?Òÿ?" ?Š? ?9? ? ? ?Í ?`Ó ?$Æ ??ª ??? ?T$?
Contents of an efx file:
Code:
Emitter
{
flags emitFx
spawnFlags axisFromSphere
life 500 1000
cullrange 16000
radius 17 1
angle 60 90 0 0 0 120
angleDelta 0 2 0 0 14 0
velocity 220 0 0 0 0 0
density 4
size
{
start 16
end 100
flags linear
}
emitfx
[
fx/atmosphere/antiair_tracers2
]
}
edited on Jan. 3, 2008 05:22 pm by Scratchy |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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