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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: FX
V5
General Member
Since: May 14, 2006
Posts: 95
Last: Aug 27, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Wednesday, May. 21, 2008 05:30 pm
Having a little trouble with adding multiple fx around my map.

I have added one fx in and its working properly so I decided to add in another.

So I added in the second one, compiled, added in the the fx in my .csv, ran around my map but I cannot see the second fx I added. I can hear it...just cant see it.

Heres my main .gsc:

Code:
main()
{
       
      maps\mp\_explosive_barrels::main();
      maps\mp\mp_archives_rotate::main();
	maps\mp\_load::main();
      maps\mp\mp_archives_fx::main();


      maps\mp\_compass::setupMiniMap("compass_map_mp_archives");

	//setExpFog(500, 2700, .46, 0.49, 0.47, 0);
	//setExpFog(0, 7000, 168/255, 158/255, 135/255, 3.0);	
	  ambientPlay("ambient_strike_day");
	//VisionSetNaked( "mp_strike" );

	game["allies"] = "sas";
	game["axis"] = "russian";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "woodland";
	game["axis_soldiertype"] = "woodland";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("r_glowbloomintensity0",".1");
	setdvar("r_glowbloomintensity1",".1");
	setdvar("r_glowskybleedintensity0",".1");
	setdvar("compassmaxrange","1900");

	setdvar( "r_specularcolorscale", "1.86" );

      setdvar("compassmaxrange","2000");
}


my raw/maps/mp _fx.gsc:



Code:
main()
{

	level._effect[ "firelp_vhc_lrg_pm_farview" ]	= loadfx( "fire/firelp_vhc_lrg_pm_farview" );
      level._effect[ "fire_paperBurn_large" ]	      = loadfx( "fire/fire_paperBurn_large" );
	
/#

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


}



createfx:
Code:


//_createfx generated. Do not touch!!
main()
{
ent = maps\mp\_utility::createOneshotEffect( "firelp_vhc_lrg_pm_farview" );
ent.v[ "origin" ] = ( 362, -1278, 35 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "firelp_vhc_lrg_pm_farview";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "fire_metal_large";


ent = maps\mp\_utility::createOneshotEffect( "fire_paperBurn_large" );
ent.v[ "origin" ] = ( 117, 216, 33 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "fire_paperBurn_large";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "fire_metal_large";
}


csv:

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_archives.d3dbsp
rawfile,maps/mp/mp_archives.gsc
impactfx,mp_archives
sound,common,mp_archives,!all_mp
sound,generic,mp_archives,!all_mp
sound,voiceovers,mp_archives,!all_mp
sound,multiplayer,mp_archives,!all_mp
rawfile,maps/mp/mp_farmhouse.gsc
rawfile,maps/mp/mp_farmhouse_fx.gsc
rawfile,maps/createfx/mp_farmhouse_fx.gsc
rawfile,vision/mp_farmhouse.vision
material,compass_map_mp_archives
rawfile,maps/mp/mp_archives_fx.gsc
rawfile,maps/createfx/mp_archives_fx.gsc
rawfile,vision/mp_archives.vision
rawfile,maps/mp/_explosive_barrels.gsc
rawfile,maps/mp/mp_archives_rotate.gsc 
xmodel,com_barrel_piece
xmodel,com_barrel_piece2
fx,props/barrel_ignite
fx,props/barrel_fire_top
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
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
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
fx,fire/firelp_vhc_lrg_pm_farview
fx,fire/fire_paperBurn_large
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V5
General Member
Since: May 14, 2006
Posts: 95
Last: Aug 27, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Wednesday, May. 21, 2008 08:53 pm
any thoughts?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Wednesday, May. 21, 2008 09:15 pm
Does it display nothing or the 'missing fx' image?
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V5
General Member
Since: May 14, 2006
Posts: 95
Last: Aug 27, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Wednesday, May. 21, 2008 09:19 pm
I can only hear the sound of the fire. It's completely invisible like nothing is there.
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elyas
General Member
Since: Jul 3, 2008
Posts: 63
Last: Jun 7, 2010
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Thursday, Oct. 9, 2008 02:17 am
same problem here.
when adding multiple fx.
made 6 barrels and 2 dumspters with fire and some other fx,
but only the first 6 barrel fires are showing.
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elyas
General Member
Since: Jul 3, 2008
Posts: 63
Last: Jun 7, 2010
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Thursday, Oct. 9, 2008 10:29 pm
in your main gsc its missing the maps\createfx\mp_yourmapname_fx

try this tutorial
Adding fire and smoke to you map

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LuckySoul
General Member
Since: Feb 2, 2008
Posts: 55
Last: Mar 21, 2010
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Monday, Apr. 13, 2009 11:37 pm
Try changing your createOneshotEffect to createLoopEffect, I have found some of the fire FX needs to be done this way or it appears once and that is it and you might not see it since you have -15 in the delay.
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