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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: Fx Help!!! Stryder please read!
papercut5590
General Member
Since: Jul 6, 2004
Posts: 219
Last: Dec 31, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Oct. 4, 2004 09:32 pm
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);
}



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
General Member
Since: Aug 22, 2004
Posts: 461
Last: Oct 13, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Monday, Oct. 4, 2004 09:37 pm
im no good with this but i think maps\mp\_fx should look like maps\mp\fx with no _ did you try that?
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Shotgun
General Member
Since: Feb 4, 2004
Posts: 50
Last: Oct 4, 2004
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Monday, Oct. 4, 2004 09:40 pm
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]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Tuesday, Oct. 5, 2004 12:17 am
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 [angryalien]
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papercut5590
General Member
Since: Jul 6, 2004
Posts: 219
Last: Dec 31, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Oct. 5, 2004 07:16 pm
Quote:
im no good with this but i think maps\mp\_fx should look like maps\mp\fx with no _ did you try that?



Would taking out the _ do anything Shotgun or stryder? Also, how would I go about making an efx file? What programs are needed? Thanks guys
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Wednesday, Oct. 6, 2004 12:30 am
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 [angryalien]
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