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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.
manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Wednesday, Mar. 5, 2008 06:57 am
My Tutorial on how to add Rain/Thunder & lightning to your maps..
=======================================

1: In your MP_Mapname.gsc add the following.you will find your GSC file
here (C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp)
Dont add the (=====) NOTE: you may have to edit the figures, 2548,0,27000,0,1100), 3) ect to your own map referance Grids.
=====================================================================

main()
{


level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );
maps\mp\_fx::loopfx("rain_heavy_mist", (2548.0, 2700.0, 1100), 3);
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
maps\mp\_fx::loopfx("lightning", (2500.0, 2700.0, 1100), 10);


maps\mp\_load::main();

============================================================================
If you have (maps\mp\_load::main(); ) already in your GSC file you dont need to add this one.

2:Open Notepad and make a new file called MP_yourmap_fx and add the following infomations then save it
to the same folder as your GSC Files.(C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp)


============================================================================
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" );


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

3:in the same directory (C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp)
make a new Folder called: CREATEFX,then inside that folder open notepad and make a file called
mp_yourmap.fx (NOTE This is a 2nd FX file that is required)save it in this Folder(CREATEFX only) not
in you main GSC folder.
Put the following details into the created file.(Dont add the (---------------)

------------------------------------------------------------------------------
ent = maps\mp\_utility::createOneshotEffect( "rain_heavy_mist" );
ent.v[ "origin" ] = ( 3232.0, 3160.0, 900 );
ent.v[ "angles" ] = ( 270, 276, 0 );
ent.v[ "fxid" ] = "rain_heavy_mist";
ent.v[ "delay" ] = -1;


ent = maps\mp\_utility::createOneshotEffect( "lightning" );
ent.v[ "origin" ] = ( 3288.0, 3100.0, 624 );
ent.v[ "angles" ] = ( 270, 276, 0 );
ent.v[ "fxid" ] = "lightning";
ent.v[ "delay" ] = -1;

-------------------------------------------------------------------------------
Save and close file, in the CreateFX folder.


open radiant & your Compiler and do a full compile..
Compile BPS. Compile Refelections, Build ZoneFileThe do step 5

Lastly, no:5
5: in your Compiler. open up you update zone-file button and add the following to your ZoneFile
Dont add the (--------------)
-----------------------------------------------

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,weather/rain_mp_farm
fx,weather/lightning_mp_farm
fx,misc/cgoshp_drips
fx,misc/cgoshp_drips_a
----------------------------------------------------


Save your update zone file then re-run the Build-Fast-File again.
Start map, then hopefully you should have Rain/Thunder/Lightning.

This is all i have in mine and it works.. if it dont work then you have done somethink wrong.

Remeber, in these files you MUST change mp Map names to your own Map Name., or it wont work

Hope this help people out...
Thanks to Paulo88 and to F.I.,N.D.S for the helping hand.

Final Results should be like this.EDITED, NEW LINKS, last link was wrong video.lol

http://www.youtube.com/v/FX45Vulk7bY <---SMALL VIDEO HERE

http://youtube.com/user/manickiller63<---My other Video's here.




Tutorial by ManicKiller/SteveUK




edited on Mar. 5, 2008 02:14 am by manickiller
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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: Wednesday, Mar. 5, 2008 06:07 pm
very nice tut thankyou ill give it a go

does this rain in houses? and, or is there somwething to add to stop that?
thanks
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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: Wednesday, Mar. 5, 2008 06:44 pm
You don't actually have to put anything in yourmapname.gsc except for this line of code for an effect.

Code:

maps\mp\mp_yourmapname_fx::main();


You also do not need this in your createFX .gsc if you define it in yourmapname_fx.gsc.

Code:

ent = maps\mp\_utility::createOneshotEffect( "rain_heavy_mist" );
ent.v[ "origin" ] = ( 3232.0, 3160.0, 900 );
ent.v[ "angles" ] = ( 270, 276, 0 );
ent.v[ "fxid" ] = "rain_heavy_mist";
ent.v[ "delay" ] = -1;


ent = maps\mp\_utility::createOneshotEffect( "lightning" );
ent.v[ "origin" ] = ( 3288.0, 3100.0, 624 );
ent.v[ "angles" ] = ( 270, 276, 0 );
ent.v[ "fxid" ] = "lightning";
ent.v[ "delay" ] = -1;


This is all you need in your _fx.gsc to define it.

Code:
	
level._effect["rain_heavy_mist"]= loadfx("weather/rain_mp_farm");
level._effect[ "lightning" ]= loadfx( "weather/lightning_mp_farm" );

maps\mp\_fx::loopfx("rain_heavy_mist",(2548.0, 2700.0, 1100), 3);
maps\mp\_fx::loopfx("lightning",(2500.0, 2700.0, 1100), 10); 
 


Basically you are defining your effects twice and calling it from two different files. If you do it this way you only define and play it once in your _fx.gsc and call it from only your main.gsc.

Otherwise nice job.
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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: Wednesday, Mar. 5, 2008 09:12 pm
One quick question

what are these figures, 2548,0,27000,0,1100), 3)

represent.

And does the rain actually rain over the whole map at the same time or just about the character.

Oh yeah and does it rain inside a building ???

Thats more than one question ....

[crazy]

edited on Mar. 5, 2008 04:13 pm by pa1n
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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: Wednesday, Mar. 5, 2008 09:15 pm
well that's good to know. I will adjust all my files for that. Very nice effort on the tutorial too!
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codmp
General Member
Since: Feb 7, 2006
Posts: 905
Last: Aug 1, 2011
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Wednesday, Mar. 5, 2008 09:43 pm
pa1n writes...
Quote:
One quick question

what are these figures, 2548,0,27000,0,1100), 3)

represent.



If i remember right, those numbers are the coordinates at which the effect spawns and plays on your map, and the 3 means how long the effect plays before its looped.
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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: Thursday, Mar. 6, 2008 12:50 am
Good example maybe of how to get the co-ordinates.

Put a light entity in your map. In top view (not camera) click on the entity and notice on the status bar you have x and y values. Don't move your mouse off the entity. Record those. Now go into side view and click in the map on the light entity again and note you have a Z co-ordinate. Presto that's how you get it those values. x, y, z. Different for everyones map.
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 01:08 am
Has anyone used my script yet, have ya got Rain/Thunder/Lightning working on there maps yet..??
[confused] Hope so
Let me know how ya got on.

ManicKiller

edited on Mar. 5, 2008 08:17 pm by manickiller
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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: Thursday, Mar. 6, 2008 01:52 am
manickiller writes...
Quote:
Has anyone used my script yet, have ya got Rain/Thunder/Lightning working on there maps yet..??
[confused] Hope so
Let me know how ya got on.

ManicKiller



In terms of cutting it down and removing so and so from the files he's right. My stuff still works in my map. I'm not 100% on how the 3rd digit of 3 and 10 comes into play.. what is that? I only have to specify x,y,z for my fx...

for example, I have added the line as such...

maps\mp\_fx::loopfx("hallway_smoke_light",(192, -1024, 41), 3);

what is the last 3 for?? do i need that..

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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: Thursday, Mar. 6, 2008 02:01 am
@ Fluke; the breakdown for it is ->

((x coordinate, y coordinate, z coordinate), delay for effect);

@ manic; you haven't written any scripts, your post is simply displaying "code snippets " used to define an effect and play an effect no actual "scripting".

(not to mention a very long hard way of doing it)


edited on Mar. 5, 2008 09:05 pm by HarkoninVSC
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