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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: EFX
Scratchy
General Member
Since: Feb 10, 2006
Posts: 276
Last: Mar 16, 2009
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Level 5
Category: CoDUO Mapping
Posted: Thursday, Jan. 3, 2008 08:03 pm
I found this for the Velocity of a tracer

1.3e+004 0 0

^is this scientific notation or something?^
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novemberdobby
General Member
Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
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Level 8
Category: CoDUO Mapping
Posted: Thursday, Jan. 3, 2008 08:08 pm
yes, i'm not sure which kind. either it's a really accurate small value (why?) or a really big number
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Thursday, Jan. 3, 2008 08:12 pm
Exponent. Formatting looks odd but I think it's just 1.3*10^4, so 13000


Yeah, it's computer shorthand, so 1.3e-004 would be 0.00013


edited on Jan. 3, 2008 03:19 pm by |DA|DarkDilbert
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Scratchy
General Member
Since: Feb 10, 2006
Posts: 276
Last: Mar 16, 2009
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Level 5
Category: CoDUO Mapping
Posted: Thursday, Jan. 3, 2008 08:21 pm
Heh, thats funny. It takes longer to write the scientific notation than the actual number.

They write out 2500 but not 1300?!
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Thursday, Jan. 3, 2008 08:30 pm
I think theres a 4 digit limit. It's been ages since i messed with efx, but i remember some not working when i set really high values like 100000.

1.3e+004 takes longer to type out, but nowhere near as long as 1.3e+400 (which is insanely high - longer than the number of milliseconds passed since the beginning of time, wooo)

edited on Jan. 3, 2008 03:32 pm by |DA|DarkDilbert
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Scratchy
General Member
Since: Feb 10, 2006
Posts: 276
Last: Mar 16, 2009
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Level 5
Category: CoDUO Mapping
Posted: Thursday, Jan. 3, 2008 09:20 pm
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]


So lets say I want to make some FX. My shopping list would look like this...
  1. fx/myfxfolder/my_fx.EFX
  2. fxshaders/my_fx.shader
  3. gfx/myfxfolder/my_fx.tga


???

edited on Jan. 3, 2008 04:20 pm by Scratchy
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94sniper
General Member
Since: Jun 15, 2007
Posts: 907
Last: Jun 22, 2009
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Level 7
Category: CoDUO Mapping
Posted: Thursday, Jan. 3, 2008 09:39 pm
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!
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoDUO Mapping
Posted: Thursday, Jan. 3, 2008 09:54 pm
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
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Thursday, Jan. 3, 2008 10:02 pm
could be worth a try, cheers. Not sure how well alphaGen works over long stretches of timethough - the transform and deform ones update in steps and is very apparent with very low frequency values.

this was all from an old 10_tanks hex hack i was making

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Scratchy
General Member
Since: Feb 10, 2006
Posts: 276
Last: Mar 16, 2009
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Thursday, Jan. 3, 2008 10:20 pm
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???Fæ?-Ió??Ió??Iæ?-I???F??VE??PG??Tªœ?.??D?œ?µƒ??8P??VE  '  %&'(*-./019BCDEFJKLMNUWk|?Œ?Ÿ??Ó ?$Æ ??? ? s ?ç ??Òÿ?"?ÿ?v?ÿ???ÿ???ÿ???ÿ?Òÿ?" ?Š? ?9? ? ? ?Í ?`Ó ?$Æ ????? ?T$?

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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