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adapted from IAM.
... you know how to add the fire effect to your map... the problem is, you want the fire to fit in a very specific spot on your map (in today's tutorial, a barrel). Unfortunately, the fire effect you wish to use (in this tutorial, tinybon.efx) is way too big for our barrel:
Lets resize it so it fits well in the barrel then!
Start by adding a barrel model to your map. Place it so that the center of the barrel correspond to the x,y coordinates you used in the "Adding FX" tutorial, note the new "z" value (near the top of the barrel). Update your GSC file with this new coordinate so that the fire effect will appear near the top of the barrel.
Now, we don't want to screw the original tinybon.efx effect, so we'll make a new smaller one, from the original one.
Step 1
Create a folder called "fx\fire" in your "\main" CoD directory.
Step 2
Open main\pak5.pk3 (I'm using Winzip here...) and find the file "tinybon.efx". If you sort the files by path, it'll be easier to find (look for the "fx/fire" paths). once you found the file, extract it in the "main\fx\fire" folder you created on Step 1
Step 3
Rename the file you extracted on Step 2 to anything you wish, for this tutorial we'll call it "myBarrelFire.efx".
Step 4
Specify the new name of our new effect (myBarrelFire.efx) in your GSC file, then save and close it, we wont need that anymore.
Step 5
Open "main\fx\fire\myBarrelFire.efx" in your preffered text editor (I'm using UltraEdit32, awesome editor!!!).
Now the fun part...
For 2 consecutive nights I've been testing and playing with the parameters of this effect and I think I figured out most of the parameters.
An efx file contains "particle" sections. The particles are basically what makes the effect live. An efx file should contain as many "Particle {}" sections as there are shaders used for the effect. Our myBarrelFire.efx uses 3 shaders so the efx file contain 3 "particle {}" sections.
Shaders used:
QUOTE |
gfx/effects/fire/smallfill.tga gfx/effects/fire/top.tga gfx/effects/fire/hotspot.tga |
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