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October 1st, 2007, 02:55 AM
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#1 |
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Commander Keen
Join Date: Dec 2004
Posts: 176
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Arch-Vile Fire
This is my Arch-Vile Fire replacement i made and i would put it in the code place but unable to post new threds there.
Code:
State {
ID = "FIRE1";
Sprite = "FIRE";
Frame = 32768;
Tics = 2;
Action = "A_StartFire";
Next state = "FIRE2";
}
State {
ID = "FIRE2";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE3";
}
State {
ID = "FIRE3";
Sprite = "FIRE";
Frame = 32768;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE4";
}
State {
ID = "FIRE4";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE5";
}
State {
ID = "FIRE5";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_FireCrackle";
Next state = "FIRE6";
}
State {
ID = "FIRE6";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE7";
}
State {
ID = "FIRE7";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE8";
}
State {
ID = "FIRE8";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE9";
}
State {
ID = "FIRE9";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE10";
}
State {
ID = "FIRE10";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE11";
}
State {
ID = "FIRE11";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE12";
}
State {
ID = "FIRE12";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE13";
}
State {
ID = "FIRE13";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE14";
}
State {
ID = "FIRE14";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE15";
}
State {
ID = "FIRE15";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE16";
}
State {
ID = "FIRE16";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE17";
}
State {
ID = "FIRE17";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE18";
}
State {
ID = "FIRE18";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE19";
}
State {
ID = "FIRE19";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_FireCrackle";
Next state = "FIRE20";
}
State {
ID = "FIRE20";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE21";
}
State {
ID = "FIRE21";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE22";
}
State {
ID = "FIRE22";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE23";
}
State {
ID = "FIRE23";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE24";
}
State {
ID = "FIRE24";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE25";
}
State {
ID = "FIRE25";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE26";
}
State {
ID = "FIRE26";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE27";
}
State {
ID = "FIRE27";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE28";
}
State {
ID = "FIRE28";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE29";
}
State {
ID = "FIRE29";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE30";
}
State {
ID = "FIRE30";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "NULL";
}
ModelPath "data\jdoom\Models\FX\Explosions"
Model {
State = "FIRE1"
Scale = 0
Offset = 5
Skin tics = 1
Flags = noz | brightshadow2 | fullbright
Md2{
Skin range = 8
File = "explosion_new.md2"
Frame = "0"
}
}
Copy Model {
State = "FIRE2"
Inter = 0.99
Md2{
Frame = "3"
Skin = 1
}
}
Copy Model {
State = "FIRE3"
Inter = 0.99
Md2{
Frame = "3"
Skin = 8
}
}
Copy Model {
State = "FIRE4"
Inter = 0.16
Md2{
Frame = "4"
Skin = 9
}
}
Copy Model {
State = "FIRE5"
Inter = 0.33
Md2{
Frame = "5"
Skin = 10
}
}
Copy Model {
State = "FIRE6"
Inter = 0.5
Md2{
Frame = "6"
Skin = 11
}
}
Copy Model {
State = "FIRE7"
Inter = 0.66
Md2{
Frame = "7"
Skin = 12
}
}
Copy Model {
State = "FIRE8"
Inter = 0.83
Md2{
Skin = 12
}
}
Copy Model {
State = "FIRE9"
Inter = 0
Md2{
Skin = 13
}
}
Copy Model {
State = "FIRE10"
Inter = 0.25
Md2{
Skin = 14
}
}
Copy Model {
State = "FIRE11"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE12"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE13"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE14"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE15"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE16"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE17"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE18"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE19"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE20"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE21"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE22"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE23"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE24"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE25"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE26"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE27"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE28"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE29"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE30"
Inter = 0.5
Md2{
Skin = 15
}
}
#------------------------------------------------------------------
# PARTICLE DEFINITIONS
Generator {
Mobj = "FIRE";
Flags = "gnf_blend gnf_static";
Speed = 10;
Speed rnd = 0.0;
Spawn age = -1;
Spawn radius =30;
Max age = -1;
Particles = 1500;
Spawn rate = 20;
Spawn Rnd = 0.0;
Vector rnd = 0.0;
Center {0 0 0};
Vector {0.0 0.0 1.0};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 1.0; Color { 1 .6 .1 .3 }; Radius = 16; Flags = "ptf_bright"; Resistance = 0.2; Gravity = -0.2;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 1.0; Color { 1 .6 .1 .6 }; Radius = 24; Flags = "ptf_bright"; Resistance = 0.05;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 1.0; Color { 1 .6 .1 0}; Radius = 40; Flags = "ptf_bright"; Resistance = 0.05;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 1.0; Color {1.0, 0.3 0.1 0.44}; Radius = 28; Flags = "ptf_bright"; Resistance = 0.05;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 0.6; Color {1.0, 0.3 0.0 0.32}; Radius = 24; Flags = "ptf_bright"; Resistance = 0.05;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 0.4; Color {1.0, 0.3 0.0 0.32}; Radius = 10; Flags = "ptf_bright"; Resistance = 0.05;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 0.0; Color {1.0, 0.3 0 0.1 }; Radius = 5; Flags = "ptf_bright"; Resistance = 0.01;};
}
![]() P.S. where i am it is 3:14 A.M. Last edited by Gordon228; October 1st, 2007 at 08:01 PM. |
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October 1st, 2007, 08:24 PM
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#2 |
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Commander Keen
Join Date: Jul 2007
Posts: 143
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If i must say, its ok.... be better if you it was so sparkly, it seems like the Archvile isnt even attacking you, make a little more firey looking you got yourself a good one
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October 1st, 2007, 08:45 PM
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#3 |
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Commander Keen
Join Date: Dec 2004
Posts: 176
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i did do a small update but theres one problem i can't fix right now and thats a bottem tale and people might like it or might not i rilly do not care at this point.
If any onw ould like to improve on the particals then by all means do so and if you need a test subject then here. Code:
Thing {
ID = "TP";
DoomEd number = 310;
Spawn state = "SHRTGRNCOL";
See state = "SHRTGRNCOL2";
Pain state = "NULL";
Melee state = "NULL";
Missile state = "NULL";
Death state = "NULL";
Xdeath state = "NULL";
Raise state = "NULL";
See sound = "None";
Attack sound = "None";
Pain sound = "None";
Death sound = "None";
Active sound = "None";
Reaction time = 8;
Spawn health = 1000;
Speed = 40
Radius = 16;
Height = 40;
Mass = 100;
Flags = "mf_solid mf_local";
Flags2 = "mf2_telestomp";
}
State {
ID = "SHRTGRNCOL";
Sprite = "COL2";
Frame = 0;
Tics = 4;
Action = "A_Look"
Next state = "SHRTGRNCOL";
}
State {
ID = "SHRTGRNCOL2";
Sprite = "COL2";
Frame = 0;
Tics = 4;
Action = "A_Chase"
Next state = "SHRTGRNCOL2";
}
#------------------------------------------------------------------
# MODEL DEFINITIONS
Modelpath "data/jdoom/Models/Decor/G-StonePillar"
Model {
State = "SHRTGRNCOL"
Scale = 1
Md2{
File = "StonePillar.md2"
Skin = 0
}
}
Model {
State = "SHRTGRNCOL2"
Scale = 1
Md2{
File = "StonePillar.md2"
Skin = 0
}
}
#------------------------------------------------------------------
# PARTICLE DEFINITIONS
Generator {
Mobj = "TP";
Flags = "gnf_blend gnf_static";
Speed = 10;
Speed rnd = 0.0;
Spawn age = -1;
Spawn radius =30;
Max age = -1;
Particles = 1500;
Spawn rate = 20;
Spawn Rnd = 0.0;
Vector rnd = 0.0;
Center {0 0 0};
Vector {0.0 0.0 1.0};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 1.0; Color { 1 .6 .1 .3 }; Radius = 16; Flags = "ptf_bright"; Resistance = 0.2; Gravity = -0.2;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 1.0; Color { 1 .6 .1 .6 }; Radius = 24; Flags = "ptf_bright"; Resistance = 0.05;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 1.0; Color { 1 .6 .1 0}; Radius = 40; Flags = "ptf_bright"; Resistance = 0.05;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 1.0; Color {1.0, 0.3 0.1 0.44}; Radius = 28; Flags = "ptf_bright"; Resistance = 0.05;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 0.6; Color {1.0, 0.3 0.0 0.32}; Radius = 24; Flags = "ptf_bright"; Resistance = 0.05;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 0.4; Color {1.0, 0.3 0.0 0.32}; Radius = 10; Flags = "ptf_bright"; Resistance = 0.05;};
Stage { Type = "pt_tex08"; Tics = 5; Rnd = 0.0; Color {1.0, 0.3 0 0.1 }; Radius = 5; Flags = "ptf_bright"; Resistance = 0.01;};
}
Last edited by Gordon228; October 1st, 2007 at 08:53 PM. |
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October 1st, 2007, 08:57 PM
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#4 |
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Commander Keen
Join Date: Nov 2005
Location: New Zealand
Posts: 1,274
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got a screenshot?
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October 1st, 2007, 09:16 PM
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#5 |
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Commander Keen
Join Date: Dec 2004
Posts: 176
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here is the screen you requested. 2 viles and 2 manch what a site.
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October 1st, 2007, 09:32 PM
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#6 |
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Join Date: Mar 2005
Location: Holstebro // Denmark
Posts: 1,291
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Even though it looks cool (although the particle sprite used doesn't fit a fire effect at all) it is too far from the original for my liking.
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October 1st, 2007, 09:35 PM
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#7 |
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Commander Keen
Join Date: Dec 2004
Posts: 176
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well at lest it's a start and it's better then nothing.
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October 1st, 2007, 09:54 PM
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#8 |
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Commander Keen
Join Date: Nov 2005
Location: New Zealand
Posts: 1,274
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take reference from the lost soul model danij did in jdrp1.1
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October 1st, 2007, 10:25 PM
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#9 |
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Commander Keen
Join Date: Dec 2004
Posts: 176
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What do you think but i do know that theres alot of work to be done on it and i will do it but this is looking mutch better. ![]() This is an update to what was there befor and i think it looks prity good but if i can find the right partical fx then it would be better but mabe this is the best partcal fx who nows.Code:
State {
ID = "FIRE1";
Sprite = "FIRE";
Frame = 32768;
Tics = 2;
Action = "A_StartFire";
Next state = "FIRE2";
}
State {
ID = "FIRE2";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE3";
}
State {
ID = "FIRE3";
Sprite = "FIRE";
Frame = 32768;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE4";
}
State {
ID = "FIRE4";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE5";
}
State {
ID = "FIRE5";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_FireCrackle";
Next state = "FIRE6";
}
State {
ID = "FIRE6";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE7";
}
State {
ID = "FIRE7";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE8";
}
State {
ID = "FIRE8";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE9";
}
State {
ID = "FIRE9";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE10";
}
State {
ID = "FIRE10";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE11";
}
State {
ID = "FIRE11";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE12";
}
State {
ID = "FIRE12";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE13";
}
State {
ID = "FIRE13";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE14";
}
State {
ID = "FIRE14";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE15";
}
State {
ID = "FIRE15";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE16";
}
State {
ID = "FIRE16";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE17";
}
State {
ID = "FIRE17";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE18";
}
State {
ID = "FIRE18";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE19";
}
State {
ID = "FIRE19";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_FireCrackle";
Next state = "FIRE20";
}
State {
ID = "FIRE20";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE21";
}
State {
ID = "FIRE21";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE22";
}
State {
ID = "FIRE22";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE23";
}
State {
ID = "FIRE23";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE24";
}
State {
ID = "FIRE24";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE25";
}
State {
ID = "FIRE25";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE26";
}
State {
ID = "FIRE26";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE27";
}
State {
ID = "FIRE27";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE28";
}
State {
ID = "FIRE28";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE29";
}
State {
ID = "FIRE29";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE30";
}
State {
ID = "FIRE30";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "NULL";
}
ModelPath "data\jdoom\Models\FX\Explosions"
Model {
State = "FIRE1"
Scale = 0
Offset = 5
Skin tics = 1
Flags = noz | brightshadow2 | fullbright
Md2{
Skin range = 8
File = "explosion_new.md2"
Frame = "0"
}
}
Copy Model {
State = "FIRE2"
Inter = 0.99
Md2{
Frame = "3"
Skin = 1
}
}
Copy Model {
State = "FIRE3"
Inter = 0.99
Md2{
Frame = "3"
Skin = 8
}
}
Copy Model {
State = "FIRE4"
Inter = 0.16
Md2{
Frame = "4"
Skin = 9
}
}
Copy Model {
State = "FIRE5"
Inter = 0.33
Md2{
Frame = "5"
Skin = 10
}
}
Copy Model {
State = "FIRE6"
Inter = 0.5
Md2{
Frame = "6"
Skin = 11
}
}
Copy Model {
State = "FIRE7"
Inter = 0.66
Md2{
Frame = "7"
Skin = 12
}
}
Copy Model {
State = "FIRE8"
Inter = 0.83
Md2{
Skin = 12
}
}
Copy Model {
State = "FIRE9"
Inter = 0
Md2{
Skin = 13
}
}
Copy Model {
State = "FIRE10"
Inter = 0.25
Md2{
Skin = 14
}
}
Copy Model {
State = "FIRE11"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE12"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE13"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE14"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE15"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE16"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE17"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE18"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE19"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE20"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE21"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE22"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE23"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE24"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE25"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE26"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE27"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE28"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE29"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE30"
Inter = 0.5
Md2{
Skin = 15
}
}
#------------------------------------------------------------------
# PARTICLE DEFINITIONS
Generator {
Mobj = "FIRE"
Flags = blend | srcvel | srcdir | spawn | static
Center { -2 0 25 }
Speed = 15
Speed rnd = 0.2
Spawn radius = 20
Spawn age = -1
Max age = -1
Particles = 1500
Spawn rate = 10
Vector rnd = 3
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Tics = 1;
Radius = 12;
Bounce = 0;
Resistance = .6; Gravity = -5;
Color { 1 1 .45 1 }
};
Stage {
Type = "pt_tex07";
Flags = "ptf_bright";
Tics = 2;
Radius = 8;
Bounce = 0;
Resistance = .6; Gravity = -4;
Color { .84 .74 .26 .84 };
};
Stage {
Type = "pt_tex07";
Flags = "ptf_bright";
Tics = 1;
Radius = 5;
Resistance = .1; Gravity = -3;
Color { .61 .36 .07 .61 };
};
Stage {
Type = "pt_tex07";
Flags = "ptf_bright";
Radius = 2;
Tics = 4; Gravity = -1;
Color { .45 .17 .02 .45};
};
Stage {
Type = "pt_tex07";
Flags = "ptf_bright";
Radius = 2;
Tics = 2;
Color { 1 .4 .01 .01 };
};
}
Generator {
Mobj = "FIRE"
Flags = spawn | extra | srcvel | srcdir | static
Center { -5 0 25 }
Speed = 10
Speed rnd = 0.2
Spawn radius = 20.8
Spawn age = -1
Max age = -1
Particles = 1500
Spawn rate = 10
Vector rnd = 1
Stage {
Type = "pt_tex04";
Flags = "ptf_bright";
Tics = 4;
Radius = .01;
Bounce = 0;
Resistance = .1; Gravity = -1;
Color { 1 1 .45 1 };
};
Stage {
Type = "pt_tex04";
Flags = "ptf_bright";
Tics = 10;
Radius = 15;
Resistance = .1;Gravity = -.3;
Color { .84 .74 .26 .84 };
};
Stage {
Type = "pt_tex07";
Flags = "ptf_bright";
Tics = 8;
Radius = 17; Gravity = -.1;
Color { .61 .36 .07 .61 };
};
Stage {
Type = "pt_tex05";
Radius = 25;
Tics = 20;
Color { .45 .17 .02 .45}; Gravity = -.10;
};
}
![]() Here is a pic of the code in action on some movine test pillars and a manc in the background and tell me what need to change but the color i got from the wad it's self Last edited by Gordon228; October 2nd, 2007 at 01:05 AM. |
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|
October 2nd, 2007, 01:07 AM
|
#10 |
|
Commander Keen
Join Date: Dec 2004
Posts: 176
|
To other that look abit better.
Code:
State {
ID = "FIRE1";
Sprite = "FIRE";
Frame = 32768;
Tics = 2;
Action = "A_StartFire";
Next state = "FIRE2";
}
State {
ID = "FIRE2";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE3";
}
State {
ID = "FIRE3";
Sprite = "FIRE";
Frame = 32768;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE4";
}
State {
ID = "FIRE4";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE5";
}
State {
ID = "FIRE5";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_FireCrackle";
Next state = "FIRE6";
}
State {
ID = "FIRE6";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE7";
}
State {
ID = "FIRE7";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE8";
}
State {
ID = "FIRE8";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE9";
}
State {
ID = "FIRE9";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE10";
}
State {
ID = "FIRE10";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE11";
}
State {
ID = "FIRE11";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE12";
}
State {
ID = "FIRE12";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE13";
}
State {
ID = "FIRE13";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE14";
}
State {
ID = "FIRE14";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE15";
}
State {
ID = "FIRE15";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE16";
}
State {
ID = "FIRE16";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE17";
}
State {
ID = "FIRE17";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE18";
}
State {
ID = "FIRE18";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE19";
}
State {
ID = "FIRE19";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_FireCrackle";
Next state = "FIRE20";
}
State {
ID = "FIRE20";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE21";
}
State {
ID = "FIRE21";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE22";
}
State {
ID = "FIRE22";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE23";
}
State {
ID = "FIRE23";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE24";
}
State {
ID = "FIRE24";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE25";
}
State {
ID = "FIRE25";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE26";
}
State {
ID = "FIRE26";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE27";
}
State {
ID = "FIRE27";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE28";
}
State {
ID = "FIRE28";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE29";
}
State {
ID = "FIRE29";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE30";
}
State {
ID = "FIRE30";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "NULL";
}
ModelPath "data\jdoom\Models\FX\Explosions"
Model {
State = "FIRE1"
Scale = 0
Offset = 5
Skin tics = 1
Flags = noz | brightshadow2 | fullbright
Md2{
Skin range = 8
File = "explosion_new.md2"
Frame = "0"
}
}
Copy Model {
State = "FIRE2"
Inter = 0.99
Md2{
Frame = "3"
Skin = 1
}
}
Copy Model {
State = "FIRE3"
Inter = 0.99
Md2{
Frame = "3"
Skin = 8
}
}
Copy Model {
State = "FIRE4"
Inter = 0.16
Md2{
Frame = "4"
Skin = 9
}
}
Copy Model {
State = "FIRE5"
Inter = 0.33
Md2{
Frame = "5"
Skin = 10
}
}
Copy Model {
State = "FIRE6"
Inter = 0.5
Md2{
Frame = "6"
Skin = 11
}
}
Copy Model {
State = "FIRE7"
Inter = 0.66
Md2{
Frame = "7"
Skin = 12
}
}
Copy Model {
State = "FIRE8"
Inter = 0.83
Md2{
Skin = 12
}
}
Copy Model {
State = "FIRE9"
Inter = 0
Md2{
Skin = 13
}
}
Copy Model {
State = "FIRE10"
Inter = 0.25
Md2{
Skin = 14
}
}
Copy Model {
State = "FIRE11"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE12"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE13"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE14"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE15"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE16"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE17"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE18"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE19"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE20"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE21"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE22"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE23"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE24"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE25"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE26"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE27"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE28"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE29"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE30"
Inter = 0.5
Md2{
Skin = 15
}
}
#------------------------------------------------------------------
# PARTICLE DEFINITIONS
Generator {
Mobj = "FIRE"
Flags = blend | srcvel | srcdir | spawn | static
Center { -2 0 25 }
Speed = 15
Speed rnd = 0.2
Spawn radius = 20
Spawn age = -1
Max age = -1
Particles = 1500
Spawn rate = 10
Vector rnd = 3
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Tics = 1;
Radius = 12;
Bounce = 0;
Resistance = .6; Gravity = -5;
Color { 1 1 .45 1 }
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Tics = 2;
Radius = 8;
Bounce = 0;
Resistance = .6; Gravity = -4;
Color { .84 .74 .26 .84 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Tics = 1;
Radius = 5;
Resistance = .1; Gravity = -3;
Color { .61 .36 .07 .61 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Radius = 2;
Tics = 4; Gravity = -1;
Color { .45 .17 .02 .45};
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Radius = 2;
Tics = 2;
Color { 1 .4 .01 .01 };
};
}
Generator {
Mobj = "FIRE"
Flags = spawn | extra | srcvel | srcdir | static
Center { -5 0 25 }
Speed = 10
Speed rnd = 0.2
Spawn radius = 20.8
Spawn age = -1
Max age = -1
Particles = 1500
Spawn rate = 10
Vector rnd = 1
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Tics = 4;
Radius = .01;
Bounce = 0;
Resistance = .1; Gravity = -1;
Color { 1 1 .45 1 };
};
Stage {
Type = "pt_tex04";
Flags = "ptf_bright";
Tics = 10;
Radius = 15;
Resistance = .1;Gravity = -.3;
Color { .84 .74 .26 .84 };
};
Stage {
Type = "pt_tex07";
Flags = "ptf_bright";
Tics = 8;
Radius = 17; Gravity = -.1;
Color { .61 .36 .07 .61 };
};
Stage {
Type = "pt_TEX05";
Radius = 25;
Tics = 20;
Color { .45 .17 .02 .45}; Gravity = -.10;
};
}
Code:
State {
ID = "FIRE1";
Sprite = "FIRE";
Frame = 32768;
Tics = 2;
Action = "A_StartFire";
Next state = "FIRE2";
}
State {
ID = "FIRE2";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE3";
}
State {
ID = "FIRE3";
Sprite = "FIRE";
Frame = 32768;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE4";
}
State {
ID = "FIRE4";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE5";
}
State {
ID = "FIRE5";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_FireCrackle";
Next state = "FIRE6";
}
State {
ID = "FIRE6";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE7";
}
State {
ID = "FIRE7";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE8";
}
State {
ID = "FIRE8";
Sprite = "FIRE";
Frame = 32769;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE9";
}
State {
ID = "FIRE9";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE10";
}
State {
ID = "FIRE10";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE11";
}
State {
ID = "FIRE11";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE12";
}
State {
ID = "FIRE12";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE13";
}
State {
ID = "FIRE13";
Sprite = "FIRE";
Frame = 32770;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE14";
}
State {
ID = "FIRE14";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE15";
}
State {
ID = "FIRE15";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE16";
}
State {
ID = "FIRE16";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE17";
}
State {
ID = "FIRE17";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE18";
}
State {
ID = "FIRE18";
Sprite = "FIRE";
Frame = 32771;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE19";
}
State {
ID = "FIRE19";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_FireCrackle";
Next state = "FIRE20";
}
State {
ID = "FIRE20";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE21";
}
State {
ID = "FIRE21";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE22";
}
State {
ID = "FIRE22";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE23";
}
State {
ID = "FIRE23";
Sprite = "FIRE";
Frame = 32772;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE24";
}
State {
ID = "FIRE24";
Sprite = "FIRE";
Frame = 32773;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE25";
}
State {
ID = "FIRE25";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE26";
}
State {
ID = "FIRE26";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE27";
}
State {
ID = "FIRE27";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE28";
}
State {
ID = "FIRE28";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE29";
}
State {
ID = "FIRE29";
Sprite = "FIRE";
Frame = 32774;
Tics = 2;
Action = "A_Fire";
Next state = "FIRE30";
}
State {
ID = "FIRE30";
Sprite = "FIRE";
Frame = 32775;
Tics = 2;
Action = "A_Fire";
Next state = "NULL";
}
ModelPath "data\jdoom\Models\FX\Explosions"
Model {
State = "FIRE1"
Scale = 0
Offset = 5
Skin tics = 1
Flags = noz | brightshadow2 | fullbright
Md2{
Skin range = 8
File = "explosion_new.md2"
Frame = "0"
}
}
Copy Model {
State = "FIRE2"
Inter = 0.99
Md2{
Frame = "3"
Skin = 1
}
}
Copy Model {
State = "FIRE3"
Inter = 0.99
Md2{
Frame = "3"
Skin = 8
}
}
Copy Model {
State = "FIRE4"
Inter = 0.16
Md2{
Frame = "4"
Skin = 9
}
}
Copy Model {
State = "FIRE5"
Inter = 0.33
Md2{
Frame = "5"
Skin = 10
}
}
Copy Model {
State = "FIRE6"
Inter = 0.5
Md2{
Frame = "6"
Skin = 11
}
}
Copy Model {
State = "FIRE7"
Inter = 0.66
Md2{
Frame = "7"
Skin = 12
}
}
Copy Model {
State = "FIRE8"
Inter = 0.83
Md2{
Skin = 12
}
}
Copy Model {
State = "FIRE9"
Inter = 0
Md2{
Skin = 13
}
}
Copy Model {
State = "FIRE10"
Inter = 0.25
Md2{
Skin = 14
}
}
Copy Model {
State = "FIRE11"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE12"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE13"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE14"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE15"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE16"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE17"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE18"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE19"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE20"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE21"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE22"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE23"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE24"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE25"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE26"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE27"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE28"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE29"
Inter = 0.5
Md2{
Skin = 15
}
}
Copy Model {
State = "FIRE30"
Inter = 0.5
Md2{
Skin = 15
}
}
#------------------------------------------------------------------
# PARTICLE DEFINITIONS
Generator {
Mobj = "FIRE"
Flags = blend | srcvel | srcdir | spawn | static
Center { -2 0 25 }
Speed = 15
Speed rnd = 0.2
Spawn radius = 20
Spawn age = -1
Max age = -1
Particles = 1500
Spawn rate = 10
Vector rnd = 3
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Tics = 1;
Radius = 12;
Bounce = 0;
Resistance = .6; Gravity = -5;
Color { 1 1 .45 1 }
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Tics = 2;
Radius = 8;
Bounce = 0;
Resistance = .6; Gravity = -4;
Color { .84 .74 .26 .84 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Tics = 1;
Radius = 5;
Resistance = .1; Gravity = -3;
Color { .61 .36 .07 .61 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Radius = 2;
Tics = 4; Gravity = -1;
Color { .45 .17 .02 .45};
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Radius = 2;
Tics = 2;
Color { 1 .4 .01 .01 };
};
}
Generator {
Mobj = "FIRE"
Flags = spawn | extra | srcvel | srcdir | static
Center { -5 0 25 }
Speed = 10
Speed rnd = 0.2
Spawn radius = 20.8
Spawn age = -1
Max age = -1
Particles = 1500
Spawn rate = 10
Vector rnd = 1
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Tics = 4;
Radius = .01;
Bounce = 0;
Resistance = .1; Gravity = -1;
Color { 1 1 .45 1 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Tics = 10;
Radius = 15;
Resistance = .1;Gravity = -.3;
Color { .84 .74 .26 .84 };
};
Stage {
Type = "pt_point";
Flags = "ptf_bright";
Tics = 8;
Radius = 17; Gravity = -.1;
Color { .61 .36 .07 .61 };
};
Stage {
Type = "pt_point";
Radius = 25;
Tics = 20;
Color { .45 .17 .02 .45}; Gravity = -.10;
};
}
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October 3rd, 2007, 08:21 AM
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#11 |
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Commander Keen
Join Date: May 2006
Location: In Africa - help.
Posts: 360
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I like it. Cool man! Why don't you try your hand at some weapon effects? Like the BFG shot or the plasma shot? Some variation from what's currently available will be nice. :-)
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October 3rd, 2007, 09:48 AM
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#12 | |
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Commander Keen
Join Date: Jan 2005
Posts: 1,057
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Quote:
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October 3rd, 2007, 10:46 AM
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#13 |
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Commander Keen
Join Date: Dec 2004
Posts: 176
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Mabe i might try the BFG but i do not know how it will far but you never know.
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