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Issue's overwriting bullet-impact FX with UGX-mod

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Created 12 years ago
by BluntStuffy
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I'm trying to overwrite some bullet-impact FX, and i've done this multiple time's in the past. I used the exact same method as Always, but the changes have no effect ingame. I was wondering (hopefully one of the staff members can confirm / deny this for me) if the UGX-mod is using it's own custom impact-fx file? and is that the reason why mine wont update?

I've placed an edited version in raw\fx\maps\mapname\, and called it in the MOD.csv with:

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impactfx,mapname

This used to work fine b4, but i've tried multiple time's in different variations and this time nothing seems to work  :(
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Since the weapon files are aready compiled into localized_common.ff, you will just be adding in more fx to the mod, not replacing them (as far as asset count is concerned). To change the impactFX you just need to edit the weaponFiles and then make sure you add your custom FX to one of the CSVs for your map (mapname.csv, or mapname_patch.csv, or mod.ff, etc). Compiling the localized_common.ff would normally include them for you but since you can't do that with UGX Mod then I would imagine your FX aren't included which is why they aren't working ingame.

UGX Mod v1.0.3 doesn't have any fx optimization btw.

Also, use fx,fxpath not impactfx,mapname.
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Since the weapon files are aready compiled into localized_common.ff, you will just be adding in more fx to the mod, not replacing them (as far as asset count is concerned). To change the impactFX you just need to edit the weaponFiles and then make sure you add your custom FX to one of the CSVs for your map (mapname.csv, or mapname_patch.csv, or mod.ff, etc). Compiling the localized_common.ff would normally include them for you but since you can't do that with UGX Mod then I would imagine your FX aren't included which is why they aren't working ingame.

UGX Mod v1.0.3 doesn't have any fx optimization btw.

Also, use fx,fxpath not impactfx,mapname.

Thanks for the reply.
I'm talking about the surface-related impact fx for bullet weapons ( so for impact_type bullet_small etc) and not explosionFX for projectile-weapons for example.
I know the surface impact are defined in iw_impacts in the raw\fx\ folder, and in previous maps i was Always able to edit that like i mentioned in the first post, 'overwriting' the bullet-impacts that way.. For some reason this just wont work with UGX-mod. I've also tried just editing the Original file, but that also doesn't have any effect..

This is what the header in the iw_impacts.csv state's:

Code Snippet
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# This file maps impact types to effects
"# It can be overridden in part by just specifying some effects in a CSV file in the ""fx"" folder that has a later name alphabetically"
"# It has the simple syntax that the first column is the impact type, the second is the surface type, and the thrid is the effect name"
"# The impact type is one of: bullet_small_normal, bullet_small_exit, bullet_large_normal, bullet_large_exit, grenade_bounce, and grenade_explode"
"# The surface type is one of the valid surface impact types for the surfaceparm shader command, or ""default"".  Default is only used if the code cannot figure out the correct surface type"
"# The effect name should be a relative path starting after the ""fx"" folder in the game tree.  It should not include the "".efx"" extension."
"# The effect name may be left blank, in which case no effect is played for this impact."
"# If any impact effect has no row entry in any file, the game will not load any maps.  The console lists which surface types had no entries."
"# These effects usually should not specify sounds, since a corresponding sound alias will be played at the same time as the effect"
"# For bullet hits, two effects are played, either or both of which may be blank:"
"# The ""normal"" effect is played at the impact point facing the surface normal.  This should usually be used for decals."
"# The ""exit"" effect is played at the exit point when buller penetration is on."

"# flesh_head_nonfatal, flesh_body_fatal, flesh_head_nonfatal, and flesh_head_fatal specify specific effects to play when bullets injure flesh"
# these are used ONLY FOR BULLETS
"# If not specified, or if left blank, these will inherit whatever is in 'flesh' for the impacttype"

 
Any reason why this wont work ( it just keeps playing the Original fx's as if nothing changed in the first place )?


Double Post Merge: November 18, 2014, 04:41:33 pm
:(  ..nobody?
Last Edit: November 18, 2014, 04:41:33 pm by BluntStuffy
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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I had the same issue when trying to set up my RGMII on a standard map. If you work it out, please let us know ;)
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i only ever had problems with it on my UGX map, after that one i've used it again in a 'normal' mod and it worked fine first try. I can take a look at it if you want?
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awesome, I PMd you bro ;)

 
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