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volrathxp

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Posted

yeah.

 

for the blue flame i edited the shader a bit and made a new fire shader.

 

for the other one: it's a beam firing out and ending in two random effects, a small explosion and/or a bigger trailing explosion with sparks at where the nozzle is supposed to be. :D

Posted

is there already a tutorial for effectED?

 

i still dont have time to try effectED, but basing on your screenshots, there should be a good use for a tutorial written by you, i think the community will like it

 

 

i for mine would like to see more custom particle effects in released maps

Posted
Originally posted by Drakewl

is there already a tutorial for effectED?

 

i still dont have time to try effectED, but basing on your screenshots, there should be a good use for a tutorial written by you, i think the community will like it

 

 

i for mine would like to see more custom particle effects in released maps

 

already way ahead of you, i'm working on it, just want to get a little more familiar with it still. :p

Posted
Originally posted by Emon

How can you write a tutorial for EffectsEd? It's so self explanatory.

 

for some people it may not be. if it was so self explanatory we'd already be seeing custom made effects in maps.

Posted
Originally posted by idontlikegeorge

so that program can make fx_runner things? i like the blue flame

 

edit:

 

the blue flame is also going to be making an appearance as part of the atmosphere in Vortex's CTF Dagobah map. I set it up for him (since he asked) and there's supposed to be a red version as well, but we have been unable to get that one working as of yet. Just thought I'd mention that. :D

Posted

I agree that a tutorial would be fine, if only for the simple reason that people would see making effects isn't that hard (well, I have yet to find time to test it).

 

If you are making maps all alone, there's so much work, that things like trying and teaching yourself the use of new programs may not seem to be worth the (lost) time. But with simple enough tutorial, people would see if it is truly worth the effort.

Posted

emon, for poeple who worked with unreal effects or particle editors of custom (freeware) engines, jkos effectED will be a simple task but knowing friends of mine that have mapping ambitions but no deeper knowledge of how things really work technical wise its hard to understand whats going on in appz like effectsED

 

there is a rule in professional game development to not get delayed in the dev process, but its useful for all kinds of levels from beginner to amateur

"the most unterstandable in your knowledge isn't forced to be the most unterstandable in the knowledge of others"

People often state, that they understood something, if you ask them but in real they only have understood a part of it, this is why writing tutorials is a must

 

 

btw, Volrath, nice of you writing a tut :)

Posted

Hmm, yes I sort of see what you mean.

 

The only knowledge of effects I had prior to JO was with JK, but that doesn't really count. In a few minutes I could make anything I wanted.

 

Nice tutorial.

Posted

First part is almost done... Just a little tweaking... I wanna make the tut so I cover all the effects listed, but not sure still on how some can be used (i.e. the emitter option with a model just gives me a black box that blinks. wtf.)

Posted
Emitter option with a model???

 

 

not sure what you talking about but if you talk about a regular md3-model that emits particles, you only need to add a flag or tag on the model, ...have to search for it in my workmaterials.

Posted

k thanks. i was trying to use the emitter model from the doomgiver directory i think. the emitter effect is supposed to be for emitting other effects and shaders. you can attach a model to it, but whenever i do it, it always comes up as a little blinking black box. and all the textures are fine, they are all in the directories they're supposed to be. basically, my tut was gonna consist of like 4 or so effects: particle effects, emitter effects, line effects, and a misc effects using more than one type of effect.

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