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Adding mustafar fx or fx in general [Solved]

Posted: Wed Aug 22, 2007 10:03 pm
by BountyHunterV
hey guys, i'm trying to place an explosion from mustafar in my map...mus1_fx_largeexplosion.odf

it doesn't work when i load the map...i've heard you have to attach the ODF to something in Zero Editor, but i'm not exactly sure what...and of course the search function isn't working....so if you know what i'm talking about please post a reply

RE: mustafar fx...or fx in general

Posted: Wed Aug 22, 2007 10:07 pm
by Snork
Does it not load in the map or ZE?

Do you have the fx files and textures?

do you have everything it calls for in the odf?

RE: mustafar fx...or fx in general

Posted: Thu Aug 23, 2007 12:41 am
by RAymo
just place the .odf in zeroedit. munge and play your map and the effect should come from where u placed it.

and check what Snork said: make sure you have everything required

Re: mustafar fx...or fx in general

Posted: Sun Sep 02, 2007 2:15 pm
by BountyHunterV
@ snork...you said "it does it not appear in map or ZE"?

it only appears in ZE as a little white triangle, and when i munge and load the map, it doesn't appear at all

the object i'm trying to add is mus1_fx_largeexplosion.odf, and this is the odf file (its rather short and simple)

Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "prop"
GeometryName = "mus1_fx_largeexplosion.msh"


[Properties]

GeometryName = "mus1_fx_largeexplosion"

AttachEffect = "mus_sfx_lavaburst_xl"
AttachToHardPoint = "hp_effect 3.0 15.0"[/code]





i have the msh and msh.option in my world/msh/ folder, and i have the mus_sfx_lavaburst_xl.fx in my effects folder
this is the file for the .fx


Hidden/Spoiler:
[code]ParticleEmitter("WaterFountain_Add")
{
MaxParticles(75.0000,75.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0500, 0.0500);
BurstCount(3.0000,4.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(55.0);
SoundName("mus_amb_lava_exp_lg")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.5000,0.5000);
PositionY(6.2500,7.5000);
PositionZ(-0.5000,0.5000);
}
Offset()
{
PositionX(-0.3750,0.3750);
PositionY(0.0000,0.1500);
PositionZ(-0.3750,0.3750);
}
PositionScale(0.0000,0.0000);
VelocityScale(15.0000,15.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 12.5000, 17.5000);
Red(0, 230.0000, 235.0000);
Green(0, 119.0000, 165.0000);
Blue(0, 61.0000, 61.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -40.0000, 40.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(3.7500);
Position()
{
LifeTime(5.6250)
Accelerate(0.0000, -375.0000, 0.0000);
}
Size(0)
{
LifeTime(5.2500)
Scale(2.0000);
}
Color(0)
{
LifeTime(3.0000)
Move(0.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_dirt2");
}
ParticleEmitter("Foam")
{
MaxParticles(60.0000,60.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(2.0000,2.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(25.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Circle()
{
PositionX(-5.0000,5.0000);
PositionY(0.0000,0.0000);
PositionZ(-5.0000,5.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.1000,0.3500);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 7.5000, 12.5000);
Red(0, 128.0000, 255.0000);
Green(0, 0.0000, 128.0000);
Blue(0, 0.0000, 64.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 4.0000, 4.9000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(3.0000);
Position()
{
LifeTime(0.3000)
}
Size(0)
{
LifeTime(3.0000)
Scale(3.0000);
}
Color(0)
{
LifeTime(0.3750)
Move(0.0000,0.0000,0.0000,128.0000);
Next()
{
LifeTime(2.6250)
Move(0.0000,0.0000,0.0000,-128.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("BILLBOARD");
Texture("com_sfx_waterfoam1");
}
ParticleEmitter("Sparks")
{
MaxParticles(60.0000,60.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0010, 0.0010);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-5.0000,5.0000);
PositionY(0.0000,5.0000);
PositionZ(-5.0000,5.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.9000,0.9000);
VelocityScale(5.0000,20.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1250, 0.1300);
Red(0, 255.0000, 255.0000);
Green(0, 184.0000, 184.0000);
Blue(0, 32.0000, 32.0000);
Alpha(0, 128.0000, 255.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(4.5000);
Position()
{
LifeTime(4.5000)
Accelerate(0.0000, -150.0000, 0.0000);
}
Size(0)
{
LifeTime(0.3750)
Scale(1.0000);
}
Color(0)
{
LifeTime(3.0000)
Move(0.0000,0.0000,0.0000,0.0000);
Next()
{
LifeTime(1.5000)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("SPARK");
SparkLength(0.0500);
Texture("com_sfx_laser_orange");
}
ParticleEmitter("WaterFountain")
{
MaxParticles(20.0000,20.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0750, 0.0750);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-1.2500,1.2500);
PositionY(10.0000,20.0000);
PositionZ(-1.2500,1.2500);
}
Offset()
{
PositionX(-1.2500,1.2500);
PositionY(0.0000,0.5000);
PositionZ(-1.2500,1.2500);
}
PositionScale(0.0000,0.0000);
VelocityScale(3.2500,3.2500);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 10.0000, 15.0000);
Red(0, 230.0000, 235.0000);
Green(0, 119.0000, 165.0000);
Blue(0, 61.0000, 61.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -10.0000, 10.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(2.6250);
Position()
{
LifeTime(4.5000)
Accelerate(0.0000, -225.0000, 0.0000);
}
Size(0)
{
LifeTime(4.5000)
Scale(5.0000);
}
Color(0)
{
LifeTime(2.6250)
Move(20.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_dirt2");
}
}
}
}
}[/code]



like i said, i'm still not exactly sure what's wrong
as far as i know i have everything the ODF file and the FX file need, except for maybe "mus_amb_lava_exp_lg" in the FX file...i tried doing a search for that, and i came up with nothing so i dont think thats the problem


anyway...please help, i tried everything and i still can't get it to work...

Re: mustafar fx...or fx in general

Posted: Sun Sep 02, 2007 3:06 pm
by AceMastermind
Move your effects, odf, and msh folders to data_ABC/world/ABC.
Once I had trouble getting the mygeeto bridge halo effect to work when it was located in the world1 folder, but after moving the folder up 1 directory it allowed the game to find it.

Re: mustafar fx...or fx in general

Posted: Sun Sep 02, 2007 6:16 pm
by BountyHunterV
thanks a bunch Ace Mastermind, it works...well...sorta

the explosions are there, but they are mute...and like i said i searched for the sound file and "Search completed. No existing files found."

ah well...thanks for the help anyways