Langerd Posted September 8, 2015 Posted September 8, 2015 Hmm i remember that it is possible to add the tag to the saber model to create efx (In KOTF there was a torch "saber")Three questions:-How to add them?-How to name these tags (i think they are tags)-Is it possible for MD3 too?
Ramikad Posted September 8, 2015 Posted September 8, 2015 Not sure about .md3, and I'm not aware of other commands that may be there, but you can put the bladeEffect <path after effects/> line in the .sab file. The effect will automatically be tagged on the saber tag. Now that I remember, there are other effect lines, blockEffect, hitPersonEffect, hitOtherEffect.
Asgarath83 Posted September 9, 2015 Posted September 9, 2015 tag_blade1, define orientation of saber and also origin of BladeEffect spawned by SAB file. be careful making the blade effect:set the count of particles ONLY to 1, 1. blade effecvt is spawned to each frame of game, so with 1, 1 count you get 60 primitive for second.PS: i mean this about Bladeffect: into effectEd, into the two count field, put for every primitive you use for efx the value 1 , and 1, into count value. you get so 60 sprites for second when saber is turned on. a higher value can create trouble:1 - massive blade efx can be nasty and burn the eye of player. that's is vaid also for the effect of the fx_runner entities. for hitpersoneffect, blockeffect and hitothereffect, they are spawned only when they hit an enemy, a func_brekable, a wall, or when a swing is parried, so the count of the sprites can be highter... but i warning you however to avoid value > of 10.2 - too maxive effect can give you error like SHADER_MAX_INDEXES hit. also, the engine masks the maxive efx particles when they are too hight and they are not fine showed ingame.
Tempust85 Posted September 10, 2015 Posted September 10, 2015 I'd love to be able to bolt EFX to tags on weapons, map objects and player models without the need to code. Asgarath83 and Archangel35757 like this
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