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Adding tag that creates efx file


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Posted

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?

 

Posted

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.

Posted

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.

:)

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