Particle effects on models.
Sarge0087
05-31-2003, 06:19 PM
Now I know for a fact that the sandbags that are in most of the dod maps are models. And when you shoot them, the sand particles come out. How do you do this to a model? Does it involve an invisable texture? Tell me how its' done. Thanks a lot!
I believe it is not the model that is creating the effects you are seeing, but the clip brushes that are used with the proper material texture, rendered texture 0.
Hope this answers your question.
Mr. Binary
Sarge0087
05-31-2003, 06:29 PM
That's what I thought, but what textures are they?
the textures are in the wad hlbasics.wad
:D
The mat textures are located in your dod folder in a folder called hlbasics.wad I believe.
Just build your clips out of whatever material texture you find appropriate, then finish it off by rendering it texture with an amount of 0. Rendering as additive is not manditory.
It'll be invis, but will make the proper sounds and gibs.
Of cource, seeing the gibs is dependant upon the clients particlefx settings.
Does this help?
Mr. Binary
You need to make the brushes func_walls with rmode set to additive and r ammount set to 0
for the sand texture just filter sand in hammer and look for the sand clip texture which is in the hlbasics.wad
Gorbachev
06-01-2003, 12:58 AM
render mode can be additive or texture...I use texture and it works fine, so choose whichever you feel like.
haircut
06-01-2003, 03:07 AM
This tutorial might help:
http://www.mardymouse.co.uk/modules.php?name=Content&pa=showpage&pid=34
I'm wondering about the intelligence of the mapping engine here. I've made several brushes and then textured them with one of Kami's sandbag textures. When I compile the map and shoot these brushes they spew sand. So, is all of this really necessary? Is the engine picking up or placing these particle effect because of the texture name?
Frehley
TheNomad
07-02-2003, 04:54 PM
yes, the dod code recognizes that its a sandbag texture and shows the correct sprite and sound when its shot.
you could even make a car model and instead of metal, it wouls appear to be sand. (bit stupid tho)
Gorbachev
07-02-2003, 09:34 PM
the official textures all have set types..that's why custom textures sometimes go awry, or don't work as you intended.
Glidias
07-03-2003, 12:02 AM
Originally posted by Gorbachev
the official textures all have set types..that's why custom textures sometimes go awry, or don't work as you intended.
I made my own custom snow texture in hlbasics.wad called cr_matsnow and re-updated the materials.txt. Unforuntatley, i dun get snow richochets, only snow footsteps and snowhit sounds!!!
Will this be fixed in the next version???
I do hope they have proper snow texture support in hlbasics.wad!!!! They must have missed it out during the hurrying process of getting DoD v1.0 outta the door. That materials.txt is more than 1 year old!!
CptMuppet
07-03-2003, 12:07 PM
Just use the snow textures from the zalec.wad.
Don't bother changing the hlbasics.wad, since everyone just has the original wad file. Besides, you can stick one of these "special" textures into your own wadfile (in my case dod_burn.wad) and it works fine in game.
By the way has anyone noticed when you shoot metal objects you get some funky spark effect (nothing like original HLs crappy effect).
i thought that the sand bag hit thing was a sprit, not partical, but then again, i dont know what the partican thing is, maby its sprit?
TheNomad
07-03-2003, 03:22 PM
Originally posted by gen.mckee
i thought that the sand bag hit thing was a sprit, not partical, but then again, i dont know what the partican thing is, maby its sprit?
I think particles and sprites are the same thing, tho i may be wrong
Glidias
07-03-2003, 08:53 PM
Try creating a func_wall out of various brushes (like what they do when creating the clip brushes for the 88 flak or hedgehog to give a metal spark). Apply snow-material texture. Give Additivive amount 0. Compile.
Play map... Shoot at it. NO richochets :( WHY???
You can use any texture that gives off the right effect it dosnt have to be like cr_matmetal it could easily be K_metal1 or any other metal texture with the right particle support.
The texture name is what informs the engine to use the particle effects. a list of the names and the effect can be found in .../dod/sound/materials.txt This file can be edit freely, but you cannot add to the list or else you WILL break it. there is set number that it can have. Remember any editing will be for your view alone it wont change crap for anyone else.
particles are sprites, but particle have movement in the 3D sprites stay still.
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