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Topic: Fx Help!!! Stryder please read! |
papercut5590 |
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General Member Since: Jul 6, 2004 Posts: 219 Last: Dec 31, 2005 [view latest posts] |
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Category: CoDUO Mapping Posted: Monday, Oct. 4, 2004 09:32 pm |
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Alright, i got some custom fx files, i put em in a folder, i name it fx, inside that, a subfolder called misc, inside that is my fx's. Heres what my gsc looks like:
Quote:
| main()
{
maps\mp\_load::main();
game["allies"] = "russian";
game["axis"] = "german";
game["attackers"] = "axis";
game["defenders"] = "allies";
level._effect["misc"] = loadfx ("fx/misc/pcd_torchfire.efx");
maps\mp\_fx::loopfx("misc", (-112, 3920, -96), 0.6);
level._effect["misc"] = loadfx ("fx/misc/pcd_torchfire.efx");
maps\mp\_fx::loopfx("misc", (-112, 3664, -96), 0.7);
level._effect["misc"] = loadfx ("fx/misc/pcd_torchfire.efx");
maps\mp\_fx::loopfx("misc", (-112, 3408, -96), 0.6);
level._effect["misc"] = loadfx ("fx/misc/pcd_torchfire.efx");
maps\mp\_fx::loopfx("misc", (-112, 3178, -96), 0.6);
level._effect["misc"] = loadfx ("fx/misc/pcd_torchfire.efx");
maps\mp\_fx::loopfx("misc", (168, 3912, -96), 0.7);
level._effect["misc"] = loadfx ("fx/misc/pcd_torchfire.efx");
maps\mp\_fx::loopfx("misc", (168, 3664, -96), 0.6);
level._effect["misc"] = loadfx ("fx/misc/pcd_torchfire.efx");
maps\mp\_fx::loopfx("misc", (167, 3408, -96), 0.6);
level._effect["misc"] = loadfx ("fx/misc/pcd_torchfire.efx");
maps\mp\_fx::loopfx("misc", (168, 3174, -96), 0.7);
level._effect["misc"] = loadfx ("fx/fire/pcd_sparks.efx");
maps\mp\_fx::loopfx("misc", (32, 3272, -16), 0.6);
level._effect["misc"] = loadfx ("fx/fire/pcd_sparks.efx");
maps\mp\_fx::loopfx("misc", (32, 3472, -16), 0.6);
level._effect["misc"] = loadfx ("fx/fire/pcd_sparks.efx");
maps\mp\_fx::loopfx("misc", (32, 3664, -16), 0.7);
level._effect["misc"] = loadfx ("fx/fire/pcd_sparks.efx");
maps\mp\_fx::loopfx("misc", (32, 3856, -16), 0.6);
} |
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In game, the sparks wont show up, and the torch fire is what all fx look like when you type \fxrestart, how can i fix my fx!?!? |
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donkey |
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General Member Since: Aug 22, 2004 Posts: 461 Last: Oct 13, 2006 [view latest posts] |
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Shotgun |
General Member Since: Feb 4, 2004 Posts: 50 Last: Oct 4, 2004 [view latest posts] |
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Category: CoDUO Mapping Posted: Monday, Oct. 4, 2004 09:40 pm |
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you only need to load the effect once, then you can call it as often as you like. Each effect needs its own name. try this
level._effect["torch"] = loadfx ("fx/misc/pcd_torchfire.efx");
maps\mp\_fx::loopfx("torch", (168, 3912, -96), 0.7);
maps\mp\_fx::loopfx("torch", (168, 3664, -96), 0.6);
level._effect["sparks"] = loadfx ("fx/fire/pcd_sparks.efx");
maps\mp\_fx::loopfx("sparks", (32, 3272, -16), 0.6);
maps\mp\_fx::loopfx("sparks", (32, 3856, -16), 0.6);
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StrYdeR |
General Member Since: May 11, 2004 Posts: 11672 Last: Apr 20, 2024 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Oct. 5, 2004 12:17 am |
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well if you are using custom effects that you put into fx/misc/....why are you calling them out of fx/fire/?
the most common reason to get the flameflower efx is because the efx file is erroneous OR the path is wrong...check your shader as well if this is a custom texture (which you said it was)
@Shotgun is correct...you only need to call the effect once and repeat the placement |
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papercut5590 |
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General Member Since: Jul 6, 2004 Posts: 219 Last: Dec 31, 2005 [view latest posts] |
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StrYdeR |
General Member Since: May 11, 2004 Posts: 11672 Last: Apr 20, 2024 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Oct. 6, 2004 12:30 am |
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taking the _ out would cause a crash....
the file you are loading is called _fx.gsc
efx are just text only files that reference a shader
if you are using custom effects....that you didnt make...or did make.... be sure to include a shader for the effect...especially if you reference one |
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