In game terrain modify

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LEO
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In game terrain modify

Post by LEO »

Is there a way to modify the terrain while gameplay? I cant explain it good because my english vocabular is bad but heres and example.
The player walks in snow and he leaves spoors in it? I hope you understood my question
Loopy53
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Re: In game terrain modify

Post by Loopy53 »

Not likely. It may be possible with some serious scripting and efffect workarounding. You could have a trail effect of "spoors" (?, i think you mean footprints) attached behind him but as the foot moved up so would the effect...

Short answer: *MAY* be possible.

Most reasonable answer: No, sorry.
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Nedarb7
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Re: In game terrain modify

Post by Nedarb7 »

You could try making an effect something like the AT-AT dust that leaves a decal under your player's foot.
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Re: In game terrain modify

Post by Loopy53 »

Really? I did not know that!
Noobasaurus
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Re: In game terrain modify

Post by Noobasaurus »

It would be done similar to how Mav made his bullets leave marks on the walls, only your feet are doing it.
LEO
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Re: In game terrain modify

Post by LEO »

is there a way to make fx geometry modifying something??
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Nedarb7
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Re: In game terrain modify

Post by Nedarb7 »

If you go to: C:\BF2_ModTools\assets\worlds\HOT\effects
There is an effect called: hot1_decals.fx

Copy it and the textures it uses then edit it with notepad to look like this:
Hidden/Spoiler:
Decal("decal_soldier_footprint")
{
BumpTexture("soldier_footprint_bump");
Lifetime(8.0);
FadeInTime(0.0);
FadeOutTime(2.0);
MaxDecals(500);
Color(255,255,255,255);
}
I think that will work for footprints.
LEO
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Re: In game terrain modify

Post by LEO »

Didnt worked so far
if someone get this to work please post

I think its not possible because if i launch hoth there are no footprints (ATAT has too no footprints)
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Nedarb7
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Re: In game terrain modify

Post by Nedarb7 »

LEO wrote:Didnt worked so far
if someone get this to work please post

I think its not possible because if i launch hoth there are no footprints (ATAT has too no footprints)
That is because the AT-AT ODF is not using them.

-EDIT-
These lines determine the stomp effect:

Code: Select all

StompEffect 			= "bigwalkerstomp"
StompDecal			= "decal_atat_footprint"
StompDecalSize			= "2.5"
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Re: In game terrain modify

Post by Teancum »

Walkerstomps are textures, not geometry, and will disappear over time.
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Re: In game terrain modify

Post by Glitch25 »

Maybe this will help, here's Information about decals from Sereja:
Sereja wrote:This effect, named "decal", and I never saw it, on any mod or stock maps, or even never found tutorial about this. So, it is posible, my personal discovery . Probably, creators, made it for SWBF1, but keep it, only for SWBF2...
So, here the small tutorial about this:

Making Decal.

1. First, go to SWBF2 assets, and find decal file, named hot1_decals.fx, in next directory:
C:\BF2_ModTools\assets\worlds\HOT\effects
Rename it to your ModID, like 027_decals.fx, and put it, in your Worlds Effects folder.
2. In same directory, you may found lot's of tga footprint and explosion samples, so copy them to your effects, or create your own. Do not forget to edit alpha channel.
3. Open your world ModID.REQ file, and add the name of your decal file, exactly in next lines:
Hidden/Spoiler:
ucft
{
REQN
{
"config"
}

REQN
{
"class"
}

REQN
{
"texture"
"027_map"
}


REQN
{
"texture"
"platform=pc"

}

REQN
{
"path"
"027"
}
REQN
{
"congraph"
"027"
}
REQN
{
"envfx"
"027"
"027_decals"
}
REQN
{
"world"
"027"
}
REQN
{
"prop"
"027"
}
REQN
{
"boundary"
"027"
}
REQN
{
"config"
"flyerspray"
"walkerstomp"
"walkerstomp_sm"
"hailfire_wake"
"dustwake"
"bigwalkerstomp"
}

}
4. Edit your decal file, and put in there all needed names of your footprint and explosion scourch tga. Here the sample of it:
Hidden/Spoiler:
XBOX()
{
Decal("decal_explosion")
{
Texture("decal_explosion_scorch");
BumpTexture("decal_explosion_crack_bump");
Lifetime(60.0);
FadeInTime(1.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
}

PC()
{
Decal("decal_explosion")
{
Texture("decal_explosion_scorch");
BumpTexture("decal_explosion_crack_bump");
Lifetime(60.0);
FadeInTime(1.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}


Decal("decal_blast_explosion")
{
Texture("decal_blast_explosion_scorch");
Lifetime(10.0);
FadeInTime(1.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}


Decal("decal_missile_explosion")
{
Texture("decal_missile_explosion_scorch");
Lifetime(10.0);
FadeInTime(1.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}



Decal("decal_atxt_footprint")
{
BumpTexture("atxt_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}

Decal("decal_atrt_footprint")
{
BumpTexture("atrt_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}

Decal("decal_atte_footprint")
{
BumpTexture("atte_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}

Decal("decal_atat_footprint")
{
BumpTexture("atat_footprint2_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}

Decal("decal_atst_footprint")
{
BumpTexture("atst_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}

Decal("decal_spider_footprint")
{
BumpTexture("spider_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}

Decal("decal_dwarfspider_footprint")
{
BumpTexture("dwarfspider_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
Decal("decal_soldier_footprint")
{
BumpTexture("soldier_footprint_bump");
Lifetime(8.0);
FadeInTime(0.0);
FadeOutTime(2.0);
MaxDecals(500);
Color(255,255,255,255);
}

Decal("decal_tauntaun_footprint")
{
BumpTexture("beast_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(100);
Color(255,255,255,255);
}
}
5. Now, you should edit odf, and the lines are different, for different tipe of units.
Soldiers:
probably, it is imposible to add different footprints, for different tipe of soldiers, so, humans, droids and wookie use the same boots .
Walkers:
You can add the name, and edit footprint size, by this lines:
Code: [Select]
StompDecal = "decal_atte_footprint"
StompDecalSize = "1.1"
Explosion:
You can add the name of decal, by this line:
Code: [Select]
Decal = "decal_explosion"
But the size, of explosion decal, connected, with explosion damage:
Code: [Select]
Damage = "40.0"
DamageRadius = "30.0"
That's it!
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Re: In game terrain modify

Post by Marth8880 »

Create footstep effect, shove inside ingame.lvl, add:

Code: Select all

FootSlideEffect = "effectname"
to unit ODF. I don't recommend using it though because it'll greatly increase the global particle count so effects will start to disappear sooner.
LEO
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Re: In game terrain modify

Post by LEO »

Can someone who got the effect appearing in game make a complete tutorial please??
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