darth_micke Posted July 14, 2002 Share Posted July 14, 2002 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! Link to comment Share on other sites More sharing options...
Joben Posted July 14, 2002 Share Posted July 14, 2002 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 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] Link to comment Share on other sites More sharing options...
Grets Sirob Posted July 14, 2002 Share Posted July 14, 2002 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! I shall rule the galaxy. Link to comment Share on other sites More sharing options...
Joben Posted July 14, 2002 Share Posted July 14, 2002 cool someone did correct me...sortof Joben = mapper. No offence taken man I half expected to have someone correct me on some part or other of that 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. Link to comment Share on other sites More sharing options...
Grets Sirob Posted July 14, 2002 Share Posted July 14, 2002 I'm sure some complex entity tricks, or simple scripting would do the job. I shall rule the galaxy. Link to comment Share on other sites More sharing options...
RichDiesal Posted July 14, 2002 Share Posted July 14, 2002 Tricky. You would need to make an invisible (or unrelated brush-based) func_breakable that targetted the light, sound, and fx_runner... Hmm... I'm actually kinda curious, I may look into that in a day or two. Link to comment Share on other sites More sharing options...
Pandoosh Zwoop Posted July 18, 2002 Share Posted July 18, 2002 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. Link to comment Share on other sites More sharing options...
RichDiesal Posted July 18, 2002 Share Posted July 18, 2002 Actually, you could just go to JK2-specific tutorials at http://richdiesal.jedioutcastmaps.com/tutorials/ It in fact includes how to make fx_runners! TRICKY! Link to comment Share on other sites More sharing options...
Pandoosh Zwoop Posted July 18, 2002 Share Posted July 18, 2002 Ah very nice. I'd trust someone who quotes Spike Speigel to be on the ball. However there is one, and only one major problem my freind. Your site is giving me a 404. Link to comment Share on other sites More sharing options...
ViNYL_VeNGeaNCe Posted July 19, 2002 Share Posted July 19, 2002 Im using torches in my level now. I've got a pretty good method down. Im at work now so i will post some screens and how i did it in about an hour.... Link to comment Share on other sites More sharing options...
ViNYL_VeNGeaNCe Posted July 19, 2002 Share Posted July 19, 2002 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 Link to comment Share on other sites More sharing options...
idontlikegeorge Posted July 19, 2002 Share Posted July 19, 2002 damn dude is that the inside of the temple across the bridge? thats sweet looking Link to comment Share on other sites More sharing options...
Grets Sirob Posted July 19, 2002 Share Posted July 19, 2002 Vinyl? I believe I had already answered that question... I shall rule the galaxy. Link to comment Share on other sites More sharing options...
ViNYL_VeNGeaNCe Posted July 19, 2002 Share Posted July 19, 2002 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 Link to comment Share on other sites More sharing options...
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