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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Fog Create_FX help
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Thursday, Dec. 4, 2008 04:02 am
I cannot get the fog fx to work in my map. I followed the 'Adding FX' tutorial (http://www.codmapping.com/wiki/index.php/CoD_WW_:_Adding_FX_spcoopzom) step-by-step, but it still doesn't show up in my map. I put my coordinates of where I want the fog, and it doesn't show up at all.
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ROTCGuy
General Member
Since: May 30, 2004
Posts: 265
Last: Mar 18, 2009
[view latest posts]
Level 5
Category: CoDWW MP Mapping
Posted: Thursday, Dec. 4, 2008 04:20 am
Post all the .gsc's and their locations to start.
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Thursday, Dec. 4, 2008 08:47 am
Did you tried this tutorial instead?
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4mori_rabbit
General Member
Since: Apr 29, 2006
Posts: 104
Last: Aug 5, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Thursday, Dec. 4, 2008 01:21 pm
double check your zone file entries.
In the first tutorial posted I still had nazi_zombie_anzio(my map) instead of lelvename(so you might haven't changed that).
Posting your gsc is a great way to help us help you. [thumbs_up]
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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Thursday, Dec. 4, 2008 08:41 pm
raw\maps\nazi_zombie_ug_fx.gsc
Code:

#include maps\_utility; 

#include common_scripts\utility;<br />
<br />
main()
{
	maps\createfx\nazi_zombie_ug_fx::main();
	scriptedFX();
	precache_createfx_fx();
	footsteps(); 
}<br />
<br />
footsteps()
{
	animscripts\utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "ice",        LoadFx( "bio/player/fx_footstep_snow" ) );
	animscripts\utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
	animscripts\utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "snow",       LoadFx( "bio/player/fx_footstep_snow" ) );
	animscripts\utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
	animscripts\utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
}<br />
<br />
precache_createfx_fx()
{
        level._effect["fog_thick"]		 			    = loadfx ("env/smoke/fx_fog_rolling_thick_600x600");
}<br />
<br />
scriptedFX()
{
	level._effect["large_ceiling_dust"]		= LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
	level._effect["poltergeist"]			= LoadFx( "misc/fx_zombie_couch_effect" );
}


raw\maps\createfx\nazi_zombie_ug_fx.gsc
Code:

//_createfx generated. Do not touch!!
main()
{
// CreateFX entities placed: 1
     	ent = maps\_utility::createOneshotEffect( "fog_thick" );
     	ent.v[ "origin" ] = ( 200, 40, 60 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "fog_thick";
     	ent.v[ "delay" ] = -15;
}


zone_source\nazi_zombie_ug.csv
Code:

ignore,code_post_gfx
ignore,common<br />
<br />
// for zombie specific assets
include,zombiemode<br />
<br />
// for coop players
include,common_player_us<br />
<br />
// for all weapon sounds
sound,weapons,audio_test_tuey,all_sp<br />
<br />
rawfile,maps/nazi_zombie_ug.gsc
rawfile,maps/nazi_zombie_ug_fx.gsc
rawfile,maps/createfx/nazi_zombie_ug_fx.gsc<br />
<br />
// NEW
rawfile,clientscripts/nazi_zombie_ug.csc
rawfile,clientscripts/nazi_zombie_ug_fx.csc
rawfile,clientscripts/createfx/nazi_zombie_ug_fx.csc<br />
<br />
col_map_sp,maps/nazi_zombie_ug.d3dbsp<br />
<br />
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player<br />
<br />
xanim,ch_dazed_d_death
xanim,ch_dazed_c_death
xanim,ch_dazed_b_death
xanim,ch_dazed_a_death
xanim,ch_dazed_d
xanim,ch_dazed_c
xanim,ch_dazed_b
xanim,ch_dazed_a<br />
<br />
fx,env/dirt/fx_dust_ceiling_impact_lg_mdbrown
fx,misc/fx_zombie_couch_effect<br />
<br />
xmodel,skybox_zombie<br />
<br />
// WEAPONS
// regular weapons
weapon,sp/colt
weapon,sp/colt_dirty_harry
weapon,sp/m1garand
weapon,sp/kar98k_scoped_zombie
weapon,sp/kar98k
weapon,sp/fraggrenade
weapon,sp/m2_flamethrower_zombie
weapon,sp/molotov
weapon,sp/napalmblob
weapon,sp/napalmbloblight
weapon,sp/doublebarrel
weapon,sp/m1carbine
weapon,sp/fg42_bipod
weapon,sp/doublebarrel_sawed_grip
weapon,sp/gewehr43
weapon,sp/ptrs41_zombie
weapon,sp/shotgun
weapon,sp/stg44
weapon,sp/thompson
weapon,sp/mp40
weapon,sp/mg42_bipod
weapon,sp/bar
weapon,sp/springfield
weapon,sp/m1garand_gl
weapon,sp/panzerschrek
weapon,sp/mk2_frag
weapon,sp/m7_launcher
weapon,sp/walther
weapon,sp/sw_357
weapon,sp/30cal_bipod
weapon,sp/zombie_colt
weapon,sp/stielhandgranate
weapon,sp/ray_gun<br />
<br />
weapon,sp/fg42_bipod_crouch
weapon,sp/fg42_bipod_stand
weapon,sp/fg42_bipod_prone
weapon,sp/mg42_bipod_crouch
weapon,sp/mg42_bipod_stand
weapon,sp/mg42_bipod_prone
weapon,sp/type99_lmg_bipod_crouch
weapon,sp/type99_lmg_bipod_stand
weapon,sp/type99_lmg_bipod_prone<br />
<br />
fx,bio/player/fx_footstep_dust
fx,bio/player/fx_footstep_water
fx,bio/player/fx_footstep_sand
fx,bio/player/fx_footstep_mud
weapon,sp/30cal_bipod_crouch
weapon,sp/30cal_bipod_stand
weapon,sp/30cal_bipod_prone


raw\clientscripts\nazi_zombie_ug.csc
Code:

#include clientscripts\_utility;

#include clientscripts\_music;<br />
<br />
main()
{<br />
<br />
	// _load!
	clientscripts\_load::main();<br />
<br />
	clientscripts\nazi_zombie_ug_fx::main();<br />
<br />
        thread clientscripts\_fx::fx_init(0);
	thread clientscripts\_audio::audio_init(0);<br />
<br />
	
	// This needs to be called after all systems have been registered.
	thread waitforclient(0);<br />
<br />
	println("*** Client : Enjoy mapping");
}


raw\clientscripts\nazi_zombie_ug_fx.csc
Code:

#include clientscripts\_utility; 

main()
{
	clientscripts\createfx\nazi_zombie_ug_fx::main();
	clientscripts\_fx::reportNumEffects();<br />
<br />
	footsteps();
	precache_createfx_fx();
	
	disableFX = GetDvarInt( "disable_fx" );
	if( !IsDefined( disableFX ) || disableFX <= 0 )
	{
		precache_scripted_fx();
	}
} <br />
<br />
precache_scripted_fx()
{
	level._effect["zombie_grain"]	= LoadFx( "misc/fx_zombie_grain_cloud" );
}<br />
<br />
footsteps()
{
	clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
	clientscripts\_utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
	clientscripts\_utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
	clientscripts\_utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
	clientscripts\_utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
	clientscripts\_utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
	clientscripts\_utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
	clientscripts\_utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
	clientscripts\_utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
	clientscripts\_utility::setFootstepEffect( "ice",        LoadFx( "bio/player/fx_footstep_snow" ) );
	clientscripts\_utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
	clientscripts\_utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
	clientscripts\_utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
	clientscripts\_utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
	clientscripts\_utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
	clientscripts\_utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
	clientscripts\_utility::setFootstepEffect( "snow",       LoadFx( "bio/player/fx_footstep_snow" ) );
	clientscripts\_utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
	clientscripts\_utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
}<br />
<br />
// --- Ambient_Effects ---//<br />
<br />
precache_createfx_fx()
{
	level._effect["fog_thick"]		 			    = loadfx("env/smoke/fx_fog_rolling_thick_600x600");
}


raw\clientscripts\createfx\nazi_zombie_ug_fx.csc
Code:

//_createfx generated. Do not touch!!
main()
{
//CreateFX entities placed: 1
     	ent = clientscripts\_fx::createOneshotEffect( "fog_thick" );
     	ent.v[ "origin" ] = ( 200, 40, 60 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "fog_thick";
     	ent.v[ "delay" ] = -15;
}


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4mori_rabbit
General Member
Since: Apr 29, 2006
Posts: 104
Last: Aug 5, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Thursday, Dec. 4, 2008 09:44 pm
zone_source\nazi_zombie_ug.csv

Is missing the FX: fx,env/smoke/fx_fog_rolling_thick_600x600

[thumbs_up]
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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Thursday, Dec. 4, 2008 09:53 pm
Doh [banghead]!

It works after I put that in, thank you so much!
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4mori_rabbit
General Member
Since: Apr 29, 2006
Posts: 104
Last: Aug 5, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Thursday, Dec. 4, 2008 10:00 pm
good to know you solved [wink] [wave]
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4mori_rabbit
General Member
Since: Apr 29, 2006
Posts: 104
Last: Aug 5, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Thursday, Dec. 4, 2008 10:41 pm
zeroy writes...
Quote:
Did you tried this tutorial instead?


That's not really a good idea for co-op mapping,since for that,the goal of using a server/clientscript setup for the FX is to reduce the load on the host. [wave]



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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Thursday, Dec. 4, 2008 11:14 pm
Added another fog thing and gave me this error:

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