New Doom Forums  
Arch-Vile Fire - New Doom Forums
Go Back   New Doom Forums > Source Ports > Doomsday > Mods & Maps

Reply
 
Thread Tools Display Modes
Old October 1st, 2007, 02:55 AM   #1
Gordon228
Commander Keen
 
Gordon228's Avatar
 
Join Date: Dec 2004
Posts: 176
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;};
}
I would like to hear what you have to say and what suggestions you have. enjoy.

P.S. where i am it is 3:14 A.M.

Last edited by Gordon228; October 1st, 2007 at 08:01 PM.
Gordon228 is offline   Reply With Quote
Old October 1st, 2007, 08:24 PM   #2
zerker12a
Commander Keen
 
Join Date: Jul 2007
Posts: 143
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
zerker12a is offline   Reply With Quote
Old October 1st, 2007, 08:45 PM   #3
Gordon228
Commander Keen
 
Gordon228's Avatar
 
Join Date: Dec 2004
Posts: 176
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;};
}
This is my testing piller that can work rilly well but if you do not like it for testing then no harm done.

Last edited by Gordon228; October 1st, 2007 at 08:53 PM.
Gordon228 is offline   Reply With Quote
Old October 1st, 2007, 08:57 PM   #4
KuriKai
Commander Keen
 
KuriKai's Avatar
 
Join Date: Nov 2005
Location: New Zealand
Posts: 1,274
got a screenshot?
KuriKai is offline   Reply With Quote
Old October 1st, 2007, 09:16 PM   #5
Gordon228
Commander Keen
 
Gordon228's Avatar
 
Join Date: Dec 2004
Posts: 176
here is the screen you requested. 2 viles and 2 manch what a site.
Gordon228 is offline   Reply With Quote
Old October 1st, 2007, 09:32 PM   #6
FreeLanZer
 
FreeLanZer's Avatar
 
Join Date: Mar 2005
Location: Holstebro // Denmark
Posts: 1,291
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.
FreeLanZer is offline   Reply With Quote
Old October 1st, 2007, 09:35 PM   #7
Gordon228
Commander Keen
 
Gordon228's Avatar
 
Join Date: Dec 2004
Posts: 176
well at lest it's a start and it's better then nothing.
Gordon228 is offline   Reply With Quote
Old October 1st, 2007, 09:54 PM   #8
KuriKai
Commander Keen
 
KuriKai's Avatar
 
Join Date: Nov 2005
Location: New Zealand
Posts: 1,274
take reference from the lost soul model danij did in jdrp1.1
KuriKai is offline   Reply With Quote
Old October 1st, 2007, 10:25 PM   #9
Gordon228
Commander Keen
 
Gordon228's Avatar
 
Join Date: Dec 2004
Posts: 176
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.
Gordon228 is offline   Reply With Quote
Old October 2nd, 2007, 01:07 AM   #10
Gordon228
Commander Keen
 
Gordon228's Avatar
 
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;
	};
}
This Edit has some Point paricals and looks good
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;
	};
}
This is all point particals.
Gordon228 is offline   Reply With Quote
Old October 3rd, 2007, 08:21 AM   #11
Johanbeyl
Commander Keen
 
Johanbeyl's Avatar
 
Join Date: May 2006
Location: In Africa - help.
Posts: 360
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. :-)
Johanbeyl is offline   Reply With Quote
Old October 3rd, 2007, 09:48 AM   #12
Yagisan
Commander Keen
 
Join Date: Jan 2005
Posts: 1,057
Quote:
Originally Posted by Gordon228
here is the screen you requested. 2 viles and 2 manch what a site.
I think that looks rather cool - but then again, I like to overload on particle effects
Yagisan is offline   Reply With Quote
Old October 3rd, 2007, 10:46 AM   #13
Gordon228
Commander Keen
 
Gordon228's Avatar
 
Join Date: Dec 2004
Posts: 176
Mabe i might try the BFG but i do not know how it will far but you never know.
Gordon228 is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Arch Vile gary DOOM Series 9 October 5th, 2006 07:34 AM
Secondary fire for super shotgun? UAC Plumber Doomsday 11 July 17th, 2004 01:35 PM
Fire Bug? Doom_Dude Doom Legacy 17 August 8th, 2002 07:29 PM
The only good Vile is a dead Vile... Zack Rants & Raves 30 March 4th, 2002 09:27 PM


All times are GMT -7. The time now is 11:09 PM.


Powered by vBulletin® Version 3.8.5
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
NewDoom.com © 2000-2009 Mindless Games & Entertainment. All Rights Reserved.