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Torches?


darth_micke

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I dont know if I spelled it correctly but I hope u get what I mean... On my first map Im doing (its going VERY well and Im quite proud but want some more details to make it interesting)

I wanna have some torches, just for the sake of feelin.. anyone know where and if its possible to make those???

 

Thanks In Adnave!

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They are a common enough feature of game maps.

You should be able to find models for them if you look around.

Even the flame animations should be avalible.

(make shure they are for a Q3 engine game at the least)

I dont know much about this particular subject

(importing models) but if no one corrects me assume i am

right :D It shouldnt be too hard to import a torch model

made for any Q3 game into JO.

 

 

[edit]Ummm wait there are already flame animations In JO, remember

those flame spurts before you get to Desan?

I thought i saw some unlit torches on the walls on Yavin too but I could be wrong.

 

Yes this should be easy once you figure out were the files are

and the basic theory of their use.

[/edit]

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Joben, I don't mean to be rude, but you are completely wrong.

All you have to do is create a brush that's the shape you want your torch to be, then it gets slightly more complicated.

First, right click on the map(not in the 3d window) and go down the list to "fx"(or something like that, gtk isn't right in front of me right now, and it'll work for jkr if you have that) Then, make an "fx_runner" entity.

Place it where you want the fire to be, and press "n".

Now, you see those little boxes titled "key" and "value"?

Enter in the key "fxfile" and the value "effects/env/fire.efx"(something like that anyway...)

Now, it won't show up in-editor, but in-game you have a nice fire.

There are several fire types, including(but not limited to) small_fire.efx, fire_wall.efx, etc. etc.

Unzip the asstes 0 and 1 files into some directory(I put them into a stuff directory I created in my jedi outcast folder) so you can look into them at any time(unless you have low hard drive space, then just get pakscape and look into them that way...)

Hope this helps you!

 

 

 

 

:emperor: I shall rule the galaxy.

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cool someone did correct me...sortof

Joben = :newbie: mapper. No offence taken man I half expected to have someone correct me on some part or other of that :D

 

I assumed the guy didn want to make the torch brush himself for some reason. And i did say that JO had fire effect included.

 

Is it possible and how much work would it be to make a destructable torch

who's flame and light go away when it was destroyed. There are ones like that

in Serious Sam, they are realy neat. If i was distrucable i would think it would have to be an entity like the glass.

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This is a very cool and useful post thanks grets. I'm slightly ticked off at raven leaving our support solely to: "There are tons of helpful quake 3 tutorials all over the internet." Neglecting to mention: "there are however many aspects that are unique, solely to JK II, Jedi Outcast. Sorry we've kind of screwed you there." :) thanks again Grets I serached the net for days and this answered my questions nicely.

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Okay,

 

BTW this is in JK2Radiant

 

Right click on the top view and create an fx_runner

Select it and hit the N key to bring up entity info

In the entity info window you wil need to define what effect to use. look in the effects folder in your base folder to find the appropriate file. For my torches i used small_fire. Input your Key / Value combos in the entity window. for my torches i did the folowing:

 

Key / Value combos

 

fxFile / env/small_fire (env is the folder that it is in under effects-THIS IS IMPORTANT)

Angle / -1 (this angles it up. I think its default)

put a check in the DAMAGE box and enter, splashDamage / 10 (I dont know if this key actually matters if DAMAGE is checked)

 

Also position the middle of the fx_runner box at the tip of your torch, otherwise your flame will be floating.

 

Next, lets add a sound. Unfortunately the fx_runner wont hold a sound key too. So right click on top view again and create a target_speaker. Put the speaker on top or nest to the fx_runner box. Select it and hit the N key. Add the following Key / Value to the entity info window:

 

noise / sound/effects/torch_burning_lp (be sure to put the path just like i did or it wont play. Also don't put any file extension such as .mp3 or .wav on ther either)

Put a check in the box next to looped-on

 

http://home.attbi.com/~nathansamora/shot0000.jpg

http://home.attbi.com/~nathansamora/shot0001.jpg

http://home.attbi.com/~nathansamora/shot0002.jpg

 

There you go...hope that helps

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Yeah Grets, but that was my method with detail. I had to do a lot of messing around to get everything working. Most tutorials are not geared towards torches, just fx in general. most of that i found out on my own. Just figured i would share MY specific method it for the benefit of darth_micke and anyone else who is messin with torches. Plus I wanted to post some screens of my level:D

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