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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: (TUTORIAL).. How to add Rain/Thunder & Lightning to your Maps.
Fluke
General Member
Since: Dec 31, 2004
Posts: 129
Last: Aug 2, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 03:36 am
manickiller writes...
Quote:
Fluke writes...
Quote:
My idea with the numbering did work..the leaves were there but I am using HarkoninVSC method with only the fx.gsc in the maps/mp directory.

My createfx file has nothing in it except the fire.. I was testing yours(wiki approach) and his at the same time.

Wohoa.. wait, the example I gave is not what I'm talking about here eh.. on my map I am using blowing leaves and dust...My config that works for blowing leaves etc is this...

level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "snow_wind" ] = loadfx( "weather/snow_wind" );
level._effect[ "dust_wind_leaves_chernobyl" ] = loadfx( "dust/dust_wind_leaves_chernobyl" );
level._effect[ "dust_wind_leaves_chernobyl2" ] = loadfx( "dust/dust_wind_leaves_chernobyl" );

maps\mp\_fx::loopfx("hallway_smoke_light",(192, -1024, 41), 3);
maps\mp\_fx::loopfx("snow_wind",(192, -1024, 40), 1);
maps\mp\_fx::loopfx("dust_wind_leaves_chernobyl",(192, -1024, 42), 1);
maps\mp\_fx::loopfx("dust_wind_leaves_chernobyl2",(208, -368, 64), 1);


edited on Mar. 5, 2008 10:28 pm by Fluke


would it be the same kinda thing for blowing Sand/Dust, just by changeing the FX effects..

Will check on answer tomorrow im off to bed now movie has finsihed.. nite all.

ManicKiller


You can make your own fx based off the original you are using. The original fx you are using could have different area coverage.. For example, dust I am using with leaves is only covering a 96x96 area or something... so I'd have to put multiple areas or create my own fx based off the original one using the fx editor and increase its diameter... (at least thats my thinking right now)
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 11:30 pm
whats with the missing sound files there in the stock games but ive wasted 8 hours and cant find the sound file for elm lightning strike or elm lightnning distant there in the maps cargoship and farm but they arnt in sound file or any of the game iw_oo files ?
does any one have a wav file for lightning ?
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Fluke
General Member
Since: Dec 31, 2004
Posts: 129
Last: Aug 2, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Mar. 7, 2008 04:49 am
Lot's of things weren't including in the Tools. I'd like to find the racks in Countdown of missiles as well as those deflectors or radars all around the map. I think until people rip em out we wont see them. I think....
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HarkoninVSC
General Member
Since: Jan 25, 2008
Posts: 294
Last: Apr 24, 2008
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Friday, Mar. 7, 2008 05:48 am
@Fluke ->

Look in your prefab and xmodel folders for slamraam and Sa6.
If that doesn't turn anything up do a search for missles.

ctrl+f is the hotkey for search just in case.
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Fluke
General Member
Since: Dec 31, 2004
Posts: 129
Last: Aug 2, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Mar. 7, 2008 02:17 pm
HarkoninVSC writes...
Quote:
@Fluke ->

Look in your prefab and xmodel folders for slamraam and Sa6.
If that doesn't turn anything up do a search for missles.

ctrl+f is the hotkey for search just in case.


Great! Thanks! Weird I didn't see it when I went through all the models various times. I'll take another gander tonight at it.
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Fluke
General Member
Since: Dec 31, 2004
Posts: 129
Last: Aug 2, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Mar. 7, 2008 02:18 pm
sorry,double post.

edited on Mar. 7, 2008 09:18 am by Fluke
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HarkoninVSC
General Member
Since: Jan 25, 2008
Posts: 294
Last: Apr 24, 2008
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Friday, Mar. 7, 2008 04:20 pm
The specific models your looking for are

Ch_missle_rack

and projectile_slamraam_missle.

They are both in the xmodel folder and you'll have to add clipping.
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Fluke
General Member
Since: Dec 31, 2004
Posts: 129
Last: Aug 2, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Mar. 7, 2008 04:24 pm
HarkoninVSC writes...
Quote:
The specific models your looking for are

Ch_missle_rack

and projectile_slamraam_missle.

They are both in the xmodel folder and you'll have to add clipping.


Thanks man, really appreciate it.
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pa1n
General Member
Since: Feb 5, 2008
Posts: 25
Last: Sep 5, 2010
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Tuesday, Mar. 11, 2008 11:37 pm
So i read throught all the posts but im stuck.

Looking throught the sripts there seams to be alot u dont need to make it work....

Exactly what do i need in my script files to make the rain and lightning run??????

Could someone please put just the bits i need into a set of script files and send it me?

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45king
General Member
Since: Aug 18, 2005
Posts: 101
Last: May 23, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Apr. 5, 2008 02:11 pm
Ok Ive tried 3 of these tuts that are all pretty similer and I cant get any of them to work [banghead]

I have managed to get the lightning to work and thats about it. This is my code:

mymap_fx
Code:
main()
{
    level._effect[ "wood" ] = loadfx( "explosions/grenadeExp_wood" );
    level._effect[ "dust" ] = loadfx( "explosions/grenadeExp_dirt_1" );
    level._effect[ "brick" ] = loadfx( 
"explosions/grenadeExp_concrete_1" );
    level._effect[ "coolaidmanbrick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
    level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );
    level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
    level._effect[ "cgoshp_drips_a" ] = loadfx( "misc/cgoshp_drips_a" );

   //ambient runners
    level._effect[ "rain_splash_mp_farm" ] = loadfx( "ambient_runners/mp_farm_rain_splash01" );
    level._effect[ "water_noise_ud" ] = loadfx( "ambient_runners/mp_farm_water_noise_ud01" );
    level._effect[ "water_noise" ] = loadfx( "ambient_runners/mp_farm_water_noise01" );

    maps\mp\_fx::loopfx("rain_heavy_mist",(1008, 1952, 3200), 3);
    maps\mp\_fx::loopfx("rain_heavy_mist",(1040, 8752, 3200), 3);
    maps\mp\_fx::loopfx("lightning",(1008, 1952, 3200), 10); 
    maps\mp\_fx::loopfx("lightning",(1040, 8752, 3200), 10);
   
/#

   if ( getdvar( "clientSideEffects" ) != "1" )
      maps\createfx\mp_mhz_cem_b_fx::main();
#/      

}


mymap create fx
Code:
main()
{
			ent = maps\mp\_utility::createOneshotEffect( "water_noise_ud" );
			ent.v[ "origin" ] = ( 0, 0, 0 );
			ent.v[ "angles" ] = ( 270, 0, 0 );
			ent.v[ "fxid" ] = "water_noise_ud";
			ent.v[ "delay" ] = -15;

			ent = maps\mp\_utility::createOneshotEffect( "water_noise" );
			ent.v[ "origin" ] = ( 0, 0, 0 );
			ent.v[ "angles" ] = ( 270, 0, 0 );
			ent.v[ "fxid" ] = "water_noise";
			ent.v[ "delay" ] = -15;
}


zone file
Code:
ignore,code_post_gfx_mp
ignore,common_mp
ignore,localized_code_post_gfx_mp
ignore,localized_common_mp
col_map_mp,maps/mp/mp_mhz_cem_b.d3dbsp
rawfile,maps/mp/mp_mhz_cem_b.gsc
impactfx,mp_mhz_cem_b
sound,common,mp_mhz_cem_b,!all_mp
sound,generic,mp_mhz_cem_b,!all_mp
sound,voiceovers,mp_mhz_cem_b,!all_mp
sound,multiplayer,mp_mhz_cem_b,!all_mp
xmodel,body_mp_usmc_specops
xmodel,head_mp_usmc_tactical_mich_stripes_nomex
xmodel,body_mp_usmc_sniper
xmodel,head_mp_usmc_tactical_baseball_cap
xmodel,body_mp_usmc_recon
xmodel,head_mp_usmc_nomex
xmodel,body_mp_usmc_assault
xmodel,head_mp_usmc_tactical_mich
xmodel,body_mp_usmc_support
xmodel,head_mp_usmc_shaved_head
xmodel,body_mp_arab_regular_cqb
xmodel,head_mp_arab_regular_headwrap
xmodel,viewhands_desert_opfor
xmodel,body_mp_arab_regular_sniper
xmodel,head_mp_arab_regular_sadiq
xmodel,body_mp_arab_regular_engineer
xmodel,head_mp_arab_regular_ski_mask
xmodel,body_mp_arab_regular_assault
xmodel,head_mp_arab_regular_suren
xmodel,body_mp_arab_regular_support
xmodel,head_mp_arab_regular_asad
include,mptypes_woodland
weapon,sp/mp5_silencer
xmodel,viewhands_black_kit
fx,explosions/grenadeexp_dirt
rawfile,maps/mp/mp_mhz_cem_b_fx.gsc
rawfile,maps/createfx/mp_mhz_cem_b_fx.gsc
rawfile,vision/mp_mhz_cem_b.vision
fx,explosions/grenadeexp_dirt
rawfile,maps/mp/mp_mhz_cem_b_fx.gsc
rawfile,maps/createfx/mp_mhz_cem_b_fx.gsc
rawfile,vision/mp_mhz_cem_b.vision
fx,weather/rain_mp_farm
fx,weather/lightning_mp_farm
fx,ambient_runners/mp_cargoship_rain_noise01
fx,ambient_runners/mp_cargoship_rain_noise02
fx,ambient_runners/mp_cargoship_rain_noise03
fx,ambient_runners/mp_cargoship_rain_noise04
fx,ambient_runners/mp_cargoship_rain_noise_ud01
fx,ambient_runners/mp_cargoship_rain_noise_ud02
fx,ambient_runners/mp_cargoship_rain_noise_ud03
fx,ambient_runners/mp_cargoship_rain_noise05
fx,misc/cgoshp_drips
fx,misc/cgoshp_drips_a
fx,ambient_runners/mp_farm_rain_splash01
fx,ambient_runners/mp_farm_water_noise_ud01
fx,ambient_runners/mp_farm_water_noise01







edited on Apr. 5, 2008 10:12 am by 45king
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