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lots of small issues

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Created 9 years ago
by TorveloxX
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So guys i got a few issues which i need to solve so im gonna write them all here instead of writing one single topic for each one.......
1) i want to put a trace fx that comes out of the guns but i dont know how...... how do i do it?

2) zombies dont come off the ground, instead they just spawn by magic xD ..... how can i solve this?

3) i want to make a scope overlay for snipers but i had no luck since ASSMAN doesnt wanna convert it.... what are the right properties to convert it?
and last but not least..... 4) is there any tutorial on how to make neon lights on your map? i cant find any xD

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1) easiest thing to do is prob combine a muzzleflash-fx with a tracer-fx, and then use that new muzzleflash for the gun(s) you want the tracers on. ( you could use MakeCents modtools to combine 2 fx's ).
You can also script them in .gsc or .csc but that's going to be a bit tougher..

2) Make them risers ( the info below is from the top of my head, if it doesn't work look up a riser-tut )
-For the spawner add the KVP:
Code Snippet
Plaintext
script_string - riser

Next add script_struct at the points where the zombie's need to rise, and give these kvp's: ( in this example they are for spawners with targetname: start_zone_spawners, so you simply add _rise behind the targetname of the spawner it belongs to )
Code Snippet
Plaintext
script_noteworthy - find_flesh
targetname - start_zone_spawners_rise

3) set materialtype to 2d and you should be good

4) use FX or make a custom unlit-texture wich will look like it's glowing
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1) easiest thing to do is prob combine a muzzleflash-fx with a tracer-fx, and then use that new muzzleflash for the gun(s) you want the tracers on. ( you could use MakeCents modtools to combine 2 fx's ).
You can also script them in .gsc or .csc but that's going to be a bit tougher..

2) Make them risers ( the info below is from the top of my head, if it doesn't work look up a riser-tut )
-For the spawner add the KVP:
Code Snippet
Plaintext
script_string - riser

Next add script_struct at the points where the zombie's need to rise, and give these kvp's: ( in this example they are for spawners with targetname: start_zone_spawners, so you simply add _rise behind the targetname of the spawner it belongs to )
Code Snippet
Plaintext
script_noteworthy - find_flesh
targetname - start_zone_spawners_rise

3) set materialtype to 2d and you should be good

4) use FX or make a custom unlit-texture wich will look like it's glowing
1)worked like a charm thanks for the tool

2) i did what you said but they dont spawn and when i start my map it says there is no linkers between the zombies and the spawn

3) thats what i do and it says material is 0 size.... im trying to make an overlay like the one on ghosts

4) ill try it :P
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1) Thank MakeCents, it's his tool  ;)

2) well, i did it from the top of my head and it's been a while for me. Look up tutorial for risers or post screenshots of your KVP's etc here and i'm sure someone will spot the problem

3) does assman give any other error, could you post a screenshot of your material settings?


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1) Thank MakeCents, it's his tool  ;)

2) well, i did it from the top of my head and it's been a while for me. Look up tutorial for risers or post screenshots of your KVP's etc here and i'm sure someone will spot the problem

3) does assman give any other error, could you post a screenshot of your material settings?
ok then

the settings


and the error
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simply means it cant find the file, check the path etc. ( also, but it wont be causing the error: there's a folder in \root\ called texture_assets wich can be used for textures/materials so you can keep it seperated from models )

in your first pic in the text-box it says:
model_export\Camos\scope.dds

and in the error window it says:
'....model_export\Camos\scope_overlay_common.dds not found'

so something is messed up.
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simply means it cant find the file, check the path etc. ( also, but it wont be causing the error: there's a folder in \root\ called texture_assets wich can be used for textures/materials so you can keep it seperated from models )

in your first pic in the text-box it says:
model_export\Camos\scope.dds

and in the error window it says:
'....model_export\Camos\scope_overlay_common.dds not found'

so something is messed up.
so i moved the texture to texture_assets and named the dds the same name i named the entry but still i get the same error....... is it actually wrong that the image is actually transparent (i extracted it with a transparent background from paint.net)
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No that shouldn't matter. As long as it's .dds or .tga, and it's a 'power of two' in size ( so 64x64, 128x128, 256x256 etc ) you should be good
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No that shouldn't matter. As long as it's .dds or .tga, and it's a 'power of two' in size ( so 64x64, 128x128, 256x256 etc ) you should be good
i actually fixed it and figured the settings... its all good now..... but i need to add another issue....... 5) i wanna port models from other cod games (couches, cars etc) but i need to make them solid (meaning not be able to go through them, i need them 100% solid)........ i have ported some successfully but i can still go through them.... how can i solve that problem?
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just clip your map in radiant including the models. You technically could make coll-maps for them, but it's more work then just clipping them. Lots of WaW models dont have collision either.

You can set the collisionLOD in assman ( set to High ), wich will allow bullet-impacts but it doesn't work for all models is my experience.
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just clip your map in radiant including the models. You technically could make coll-maps for them, but it's more work then just clipping them. Lots of WaW models dont have collision either.

You can set the collisionLOD in assman ( set to High ), wich will allow bullet-impacts but it doesn't work for all models is my experience.
what do you mean clip my map ? is it a tool in the radiant? and if it is can i clip seperate models?
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use brushes/patches with the clip textures ( clip, clip_ai, clip_player )
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use brushes/patches with the clip textures ( clip, clip_ai, clip_player )
ill try what you said although this is new terms for me..... again thanks for taking the time to help
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i'm kinda surprised you are messing around in assman and fx-ed, but havent heard of a clip. It's really like the basic-basics of mapping  :D But np, glad i could help a little
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i'm kinda surprised you are messing around in assman and fx-ed, but havent heard of a clip. It's really like the basic-basics of mapping  :D But np, glad i could help a little
i know what a clip is but there isnt one type only xD

 
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