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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Mon Jul 07, 2008 6:15 am Post subject: DarkPlaces effectinfo covered! |

Not directly QC related, but very close. Electro compiled a list of all the properties and fields of the effectinfo.txt file, and here goes, together with comments: EDIT: Electro put it in a easier to read file _________________ Look out for Twigboy

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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Fri Oct 09, 2009 12:48 pm Post subject: Re: DarkPlaces effectinfo covered! |

Urre wrote:
EDIT: Electro put it in a easier to read file

Thank you very much! I'm going to put it to good use.
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My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake

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haze Joined: 09 Apr 2010 Posts: 4 |

Posted: Fri Apr 09, 2010 9:21 am Post subject: |

so has anyone ever made new particle effects for DP?

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Fri Apr 09, 2010 9:33 am Post subject: |

Quick! put that info on the DP wiki!

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Fri Apr 09, 2010 9:40 am Post subject: |

haze wrote:
so has anyone ever made new particle effects for DP?

Yep. My Squad AI Thing has new dp particle effects for smoke and stuff.
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haze Joined: 09 Apr 2010 Posts: 4 |

Posted: Fri Apr 09, 2010 9:54 am Post subject: |

MauveBib wrote:

haze wrote:
so has anyone ever made new particle effects for DP?

Yep. My Squad AI Thing has new dp particle effects for smoke and stuff.

Sweet. can i see em?
funny.. i didnt expect people to reply at 3am lol.
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It Takes A Tough Man To Make A Tender Rocketjump

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Fri Apr 09, 2010 10:04 am Post subject: |

haze wrote:
so has anyone ever made new particle effects for DP?

yeah
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haze Joined: 09 Apr 2010 Posts: 4 |

Posted: Fri Apr 09, 2010 10:09 am Post subject: |

heyyyyyyyyy thats what im talkin about! those are awesomerist soo how do i go about replacing the defaults with yours... i dont see effectinfo.txt anywhere [edit] oh dont tell me i have to download the source, make my changes, then compile??? _________________
It Takes A Tough Man To Make A Tender Rocketjump

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Fri Apr 09, 2010 12:15 pm Post subject: |

DP has builtin effects which are overridden if you add a file called effectsinfo.txt to the mod directory. It doesn't have a file by default, but download one and stick it in there and it'll work. _________________ Apathy Now!

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Fri Apr 09, 2010 3:11 pm Post subject: |

I would really love to have a "Quake" effectinfo.txt that makes especially the explosion and rocket trail particles look like Quake. I am too stupid to make it myself. _________________ Quake Maps

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Fri Apr 09, 2010 3:46 pm Post subject: |

You can see some custom smoke at work in this shot _________________ Apathy Now!

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haze Joined: 09 Apr 2010 Posts: 4 |

Posted: Fri Apr 09, 2010 7:49 pm Post subject: |

MauveBib wrote:
DP has builtin effects which are overridden if you add a file called effectsinfo.txt to the mod directory. It doesn't have a file by default, but download one and stick it in there and it'll work.

AHh.. now we're getting somewhere.. Any idea where i can Download one, or maybe someone willing to post their custom effectsinfo here? wink wink nudge nudge
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It Takes A Tough Man To Make A Tender Rocketjump

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Fri Apr 09, 2010 7:57 pm Post subject: |

Get DPMOD from the darkplaces website, I'm 99% sure there's one in there. _________________ Apathy Now!

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Junrall Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA |

Posted: Fri Apr 09, 2010 10:39 pm Post subject: |

I checked out the effectinfo.txt and it's pretty cool! Does add a nice visual change. Though, I have looked over Electro's list of properties and fields for the effectinfo.txt file... and it all makes sense to me... I just don't understand why there are three TE_GUNSHOT effects or why there are two TE_SPIKE effects inside of effectinfo.txt.
Also, how many effects can I place into effectinfo.txt?
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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Fri Apr 09, 2010 10:44 pm Post subject: |

Junrall wrote:
I checked out the effectinfo.txt and it's pretty cool! Does add a nice visual change. Though, I have looked over Electro's list of properties and fields for the effectinfo.txt file... and it all makes sense to me... I just don't understand why there are three TE_GUNSHOT effects or why there are two TE_SPIKE effects inside of effectinfo.txt.
Also, how many effects can I place into effectinfo.txt?

Well, I for one, created a new fire effect. The fire had 3 TE_FIRE phases: the fire, the smoke and the sparks.
Look at "type" and you'll see what I mean. You'll see several types for the same effect: smoke, static, snow, spark, etc.
Here's my example of fire as seen in this movie http://vimeo.com/6994514

Code:
// Fire effect TE_FOC count 10 type static tex 11 11
size 6 34
sizeincrease -10
alpha 0 512 300
originoffset 0 0 0
originjitter 30 30 30
//velocityoffset 0 0 5
airfriction 4
bounce 0
velocityjitter 0 0 0
velocitymultiplier 1100.01
gravity -0.5
notunderwater
color 0x6f0f00 0xe3974f
lightradius 205
lightradiusfade 215
//lightcolor 4 2 0.5
lightshadow 100
// Fire Smoke Addon
effect TE_FOC
count 2
type smoke
tex 0 8
color 0x303030 0x303030
size 6 10
sizeincrease 20
alpha 0 256 80
originoffset 0 0 80
originjitter 20 20 20
//velocityoffset 0 0 5
airfriction 5
bounce 0
velocityjitter 0 0 0
//velocitymultiplier 100.01
gravity -0.7
notunderwater
// Fire Sparks Addon
effect TE_FOC
count 400
type snow
color 0x8f4333 0xfced00
size 0.15 0.20
sizeincrease -0.04
alpha 150 256 256
originoffset 0 0 80
originjitter 20 20 20
airfriction 5
bounce 0
velocityjitter 180 180 360
velocitymultiplier 2.2
gravity -0.7
notunderwater

P.S. FOC means FIRE in Romanian.
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My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake
Last edited by Chip on Fri Apr 09, 2010 11:48 pm; edited 2 times in total

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