Adding Custom Sprites To A Model
CaptainPanaka
Join Date: 2002-11-02 Member: 4718Members
<div class="IPBDescription">How?</div> hi there!
I'm currently working on something special... I got inspired by this pic:
<img src='http://www.unknownworlds.com/forums/uploads//post-19-1087312839.jpg' border='0' alt='user posted image' />
and the smart gun muzzleflash that Delarosa posted some time ago.
I compiled it so it works for HL. But how do I get an effekt like in the pic above?
Using <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73811' target='_blank'>this thread</a> as help, I tried some thing like that. <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->btw
5001 = muzzleflash1.spr
5011 = muzzleflash2.spr
5021 = muzzleflash1.spr
5002 = sparks effect
{ event 5001 0 "30" }
mf1.spr on frame 0 scaled 30 times, 30 is only the size and nothing else <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I got 2 attachments on the muzzle. 1 should play the normal muzzleflash (like the front in the Jin Roh pic) and the other (near the barrel) should play the other MF.
I named the one near the barrel muzzleflash1.spr and the other one muzzleflash3.spr. I edited the qc so it *should* work... but it isn't... I just got the muzzleflash1.spr when fireing... and it is where the other one should be <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
So how do I get a CUSTOM sprite (because there are just 3 MFs in normal NS and I need to use 4) attached to a model...? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I'm currently working on something special... I got inspired by this pic:
<img src='http://www.unknownworlds.com/forums/uploads//post-19-1087312839.jpg' border='0' alt='user posted image' />
and the smart gun muzzleflash that Delarosa posted some time ago.
I compiled it so it works for HL. But how do I get an effekt like in the pic above?
Using <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73811' target='_blank'>this thread</a> as help, I tried some thing like that. <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->btw
5001 = muzzleflash1.spr
5011 = muzzleflash2.spr
5021 = muzzleflash1.spr
5002 = sparks effect
{ event 5001 0 "30" }
mf1.spr on frame 0 scaled 30 times, 30 is only the size and nothing else <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I got 2 attachments on the muzzle. 1 should play the normal muzzleflash (like the front in the Jin Roh pic) and the other (near the barrel) should play the other MF.
I named the one near the barrel muzzleflash1.spr and the other one muzzleflash3.spr. I edited the qc so it *should* work... but it isn't... I just got the muzzleflash1.spr when fireing... and it is where the other one should be <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
So how do I get a CUSTOM sprite (because there are just 3 MFs in normal NS and I need to use 4) attached to a model...? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Comments
/edit: ah... I now know it has to do something with those mapping events... anyone knows a COMPLETE list of all those events?
has to do something with the NS particle system. open up your "ns.ps" with notepad.
there you'll find all the events like:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Start pSystemName HeavyMGSmoke
' Max number of particles
pNumParticles = 1
' size
pSize = 20
' number of times to loop through an animated texture
pAnimationSpeed = 1
' num frames in sprite
pSpriteNumFrames = 10
' Particle base color
pBaseColor = .5 .5 .5
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
? ? pScale = 1
' Particle sprite
pSprite = sprites/lightsmoke.spr
' particle max alpha
particleMaxAlpha = .4
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (fade in, fade out)
pSpawnFlags = 12
' system lifetime
pSystemLifetime = .1
' starting velocity
pVelShape = Box
' starting velocity parms
pVelParams = -2,-2,0,2,2,3,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor,? // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow,? // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha,? // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd,? // src*a+dest
pRenderMode = 5
' particle lifetime
pLifetime = .5
' Gen rate
pGenRate = 40
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Point
' Gen params
pGenShapeParams = 0,0,0,0,0,0,0,0
end<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
that's how Brig got the smoke trails to his nade <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> (sorry for decompiling, but I was dying to know how you did it and didn't want to waste your time <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> )
<img src='http://www.unknownworlds.com/forums/uploads//post-19-1088369077.jpg' border='0' alt='user posted image' />
<!--QuoteBegin-"QC"+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ("QC")</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
// 1 animation sequence(s)
$sequence "idle" "idle" fps 1 loop <b>{ event 7000 0 "HeavyMGSmoke" }</b> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
so you just need to open up the ns.ps, create your own event (with new sprite) and than add it to the qc. voila - done. ^^
Not tested myself yet, but that's the way it *should* work in theorie...
*this is assuming that ns.ps didn't become client-side in 3.0
*this is assuming that ns.ps didn't become client-side in 3.0 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
hm iirc the problem is that only YOU see the stuff... but I may be wrong... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
<!--QuoteBegin-CaptainPanaka+Jun 29 2004, 06:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainPanaka @ Jun 29 2004, 06:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Billy Silverfish+Jun 28 2004, 11:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Billy Silverfish @ Jun 28 2004, 11:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ns.ps is read server-side, so anything you add to it will only be seen when you're hosting.*
*this is assuming that ns.ps didn't become client-side in 3.0 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
hm iirc the problem is that only YOU see the stuff... but I may be wrong... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The file is indeed still read server-side, so you'll have to make do with what is in the original ns.ps file