V-tecc Posted April 25, 2002 Share Posted April 25, 2002 Is there a way to make the mark on the walls caused by for instance a saber last longer. They usually disappear after a while. I have tried switching the \cg_marks toggle to a number over "1" but with no effect. Don't ask me why I want to do this, please. I just want to know if it's possible and if it is then how. I would also know what effects this change would cause the game. Would it slow it down? Hope someone knows... V-tecc Link to comment Share on other sites More sharing options...
V-tecc Posted April 25, 2002 Author Share Posted April 25, 2002 Haha, seems like I'm the only one in the whole world with this dumb question. Still, doesn't anyone know anything? V-tecc Link to comment Share on other sites More sharing options...
Wes Janson SMR Posted April 25, 2002 Share Posted April 25, 2002 No, it's not a dumb question at all. In fact, I wish there were a way to indefinately draw the wall marks and dead bodies. But, we probably won't be able to hack in longer draw times until the Single Player full SDK is released. And from what I've been reading, it may or may not happen... Link to comment Share on other sites More sharing options...
Darkhold X Posted April 25, 2002 Share Posted April 25, 2002 heh it would be nice to be able to have them stay longer to make markings in the wall for the heck of it. For cool screens, and stuff. Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted April 25, 2002 Share Posted April 25, 2002 The whole reason they dissapear is to save FPS Each marking is a poly with a 'burn' texture applied to it. It would be cool to get them to last longer, though. I like to write stuff with my saber. Link to comment Share on other sites More sharing options...
Laii Ka Posted April 25, 2002 Share Posted April 25, 2002 Greetings. Like the poster of this post Ive also pondered over how to make the markings stay longer on the walls from a saber. Well, I can say that it isnt controlled by a consol command, that much I know. But I can share what Ive found out so far BUT havent been able to succesfully alter to get the effect I want, but it is the files that obviously controls the markings. Here goes; in "assets0.pk3" - in /shaders/ directory theres a shader called "marks.shader". Open in Notepad and u will see it calles for 3 textures: gfx/damage/rivetmark.tga gfx/damage/burnmark3.tga gfx/damage/burnmark1.tga rivermark.tga is the texture for the saber burns on walls etc. Ok, 1st part revealed. Now the tricky part =)) In sounds/weapons/saber/ theres 3 soundfiles that JK2 uses when u hit a wall/floor with your saber: saberhitwall1.mp3 saberhitwall2.mp3 saberhitwall3.mp3 so what?!?! you might say. Well; In folder /effects/ there are scripts to control how the game uses particles and textures to show damage and other effects in the game. There is a /saber/ folder there with 5 files: blood_sparks.efx boil.efx fizz.efx saber_block.efx spark.efx Open them in Notepad and examine them and you will notice that its them that controls the particle/texture effects. BUT; I have yet to be able to find the *.efx that controls the Wallmarks you make with your saber. Since most *.efx calles for a specific sound Ive looked in all and havent found 1 *.efx that uses the 3 above stated sabersounds. And there are *efx for all the effects in game but the saber wall cut. So why am I posting this then? Well, I just thought I should share what Ive found and with my findings plus all of yours and the rest we will eventually figure it out =)) I hope I havent made a fool of myself here hehe. I could be totaly out there in this matter u know. So I hope we figure it out cuz I to want to have the wallmarks stay longer ingame. Laterz Link to comment Share on other sites More sharing options...
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