Mysterious Stranger Posted November 14, 2012 Posted November 14, 2012 Does anyone know any other fx's other than fx_snow and fx_rain? I need the names, trying to put it into a map. I've seen space dust, fog, wind/ all that in makermod but never got around to finding their actual names. Also are these things toggle-able, like could I use a switch to make it rain and then stop? Any input is appreciated!
Mysterious Stranger Posted November 14, 2012 Author Posted November 14, 2012 Guess I didn't put it clear enough xD I'm trying to put weather effects entities into a .bsp except that I know only fx_rain and fx_snow.
therfiles Posted November 14, 2012 Posted November 14, 2012 Yah, I've been wondering that myself. There is like no documentation on how to use fx_wind or any other type of weather in JKA maps.
eezstreet Posted November 15, 2012 Posted November 15, 2012 Allow me to fill in the gaps. fx_runnerAlready documented enough. fx_spacedustCoats outside in spacedust, which looks a bit like the stars whenever you're in a ship. "count" specifies how often they occur (?) fx_snowCoats outside in snow + wind effect. Has no known spawnflags or fields. fx_rainCoats outside in rain effect. "count" specifies how much rain (?) fx_wind_zoneSingleplayer-only"speed" specifies how fast the wind goes."mins"/"maxs" (or trigger brush maybe?) specifies the area where the wind is used fx_puffSingleplayer-onlyUnknown. Has a "sabersparks" key, but unknown what the use of it is. Curiously, it checks for classname _twice_ when doing this function in SP. fx_cloudlayerSingleplayer-onlyCreates the infamous haze on Bespin Undercity. The shader is missing in JKA, it has to be ported from JK2."wait" specifies how dense the haze is"random" adds some randomness to the haze density"radius" specifies how wide the haze area is. This has a number of spawnflags to it which cut a hole in it that is precisely wide enough for the shaft in Bespin Undercity, which is hardcoded all to hell. fx_target_beamSingleplayer-onlyCreates a real beam, with optional impact fx and damage. VERY COOL AND WORKING. Was originally used for the Kejim Base mission (in fact, the crystal explosions are NOT scripted at all..the beam is actually literally causing the damage!)"damage" specifies how much damage it does, obviously"fxFile" specifies what effect to use for the beam effect. Defaults to env/targ_beam"fxFile2" specifies what effect to use for the impact. Defaults to env/targ_beam_impact.Angles specify where the beam points.I don't know too much about the spawnflags. spawnflags 16 removes the impact effect however. fx_explosion_trailSingleplayer-onlyUnknown. Seems to cause a trail of effects, which has a targetname required on it (?)There is also a pretty giggle-worthy moment where Raven incorrectly tries to spawn this using the classname "fx_exp_trail" therfiles and Cloud Senatu like this
Mysterious Stranger Posted November 15, 2012 Author Posted November 15, 2012 Aw, so much are for SP only. But thanks for the spacedust. Gonna try that one out... To MoonDog, why not? Raven y u no let me has green acid rain and sandstorm in MP
eezstreet Posted November 15, 2012 Posted November 15, 2012 @@Mysterious Stranger: Most of these can be replicated just fine in MP through code mods. The only ones which I can't confirm are the wind ones and fx_puff (and I have no idea what fx_puff even does. It is not connected to seeing your breath on hoth though.)
Solution Didz Posted November 29, 2012 Solution Posted November 29, 2012 After reading this thread and having known how to expose non-default weather effects for maps in SP and MP for a few years now, I have made a tutorial on it! http://jkhub.org/tutorials/article/118-custom-weather-effects-sp-and-mp/ EDIT: It needs to be approved first.
Mysterious Stranger Posted November 29, 2012 Author Posted November 29, 2012 Thank you Didz! Didz likes this
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