Announcement
Collapse
No announcement yet.
"DP New-Lava" Thread
Collapse
X
-
Splitterface:
Man I've tried to edit stuff in effectinfo.txt and I just don't understand it well enough to make anything good with it. I've tried and tried and I always end up with stuff that looks like garbage, or messes up some other effect.
I'll leave the real modding to real modders
Leave a comment:
-
@seven
sweet, i totally love that effect, makes me all excited seeing it.
whenever it gets added to the smc ill totally be going to make ent files for hipnotic
@roy
oh im sure that can be done the same way as seven added bubbles to acid before once.
im sure you could achieve a bubbling lava effect by modifying that effect
Leave a comment:
-
Seven if this can be in any help, some free lava sounds:
Preview the disasters_lava-steam Sound Effect
Preview the disasters_lava-mud Sound Effect
Cheers!
Leave a comment:
-
Yes Seven that is what I meant, and also a rolling boil effect in spots, not sure if that is possible too, but it would really add some nice realism to the lava in addition to just the warping textures.
Leave a comment:
-
I guess it works !
(Particle effect is still beta status, but QC is done)
[ame=http://www.youtube.com/watch?v=DO8RD3VlCHA&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]Quake random lava eruptions - YouTube[/ame]
It adds random lava eruptions into Quake without changing the map files.
It can be done the same way as adding weather effects into Quake:
via slightly edited .ent files
I also added a custom sound to the eruptions (still beta till I find a better one).
For simple square shaped lava pools, only one .ent file block is necessary.
For more complicated shaped lava pools, more .ent blocks are needed to reach every corner of the lava pool.
You can freely set:
- geometry of area with spawned lava eruptions
(should match the lava pool, LOL)
- time gap between each lava eruption
(an additional time randomness is included to make it more varied)
So who will do the .ent file edits ?
There are 13 maps with lava pools in ID1
There are 7 maps with lava pools in Hipnotic
There are 11 maps with lava pools in Rogue
Best wishes,
Seven
-----------------------
QC edit (if you use the "small mod compilation", paste it into "custom_effects.qc"):
Code://////////////////////////////////////////////// // Lava eruptions //////////////////////////////////////////////// .float Xsmall; // for lava pool corner with smallest X-coordinate (negative values are smaller than positive) .float Ysmall; // for lava pool corner with smallest Y-coordinate (negative values are smaller than positive) .float Xbig; // for lava pool corner with biggest X-coordinate (negative values are smaller than positive) .float Ybig; // for lava pool corner with biggest Y-coordinate (negative values are smaller than positive) .float Zheight; // for z-coordinate of lava pool void() spawn_lava_eruption = { local float dX, dY, Xparticle, Yparticle, Zparticle; local vector eruption; dX = self.Xbig - self.Xsmall; dY = self.Ybig - self.Ysmall; Xparticle = self.Xsmall + (random()*dX); Yparticle = self.Ysmall + (random()*dY); Zparticle = self.Zheight; eruption_x = Xparticle; eruption_y = Yparticle; eruption_z = Zparticle; pointparticles(particleeffectnum("lava_eruption"), eruption, '0 0 0', 1); pointsound (eruption, "ambience/lavasplash_shotgun.wav", 1, ATTN_NORM); // pointsound (vector origin, string sample, float volume, float attenuation); }; void() lava_think = { self.nextthink = time + self.count + random()*1; // change "1" to any value for random time gap between eruptions spawn_lava_eruption (); }; void() func_lava = // Yes, I know this function can be skipped ! { self.think = lava_think; self.nextthink = time + 0.01; };
.ent file example for E1M7:
Code:{ "classname" "info_notnull" "Xsmall" "80" "Ysmall" "-180" "Xbig" "750" "Ybig" "310" "Zheight" "-25" "nextthink" "0.1" "think" "lava_think" "count" "0.5" }
effectinfo.txt entry:
Code:effect lava_eruption // used for lava eruptions (Stones/rocks) count 3.5 type alphastatic color 0x000000 0x000000 //color 0xff3300 0xff3300 size 3 7 tex 44 46 alpha 156 256 0 originoffset 0 0 5 originjitter 5 5 5 velocityoffset 0 0 220 velocityjitter 40 40 50 gravity 0.55 bounce -1 effect lava_eruption // used for lava eruptions (splash) countabsolute 100 type static tex 16 23 color 0xfa1000 0xfa1000 size 6 7 alpha 200 250 30 gravity 0.44 sizeincrease 5 originoffset 0 0 2 originjitter 2 2 0 velocityoffset 15 15 200 velocityjitter 15 15 100 effect lava_eruption // used for lava eruptions (splash) countabsolute 100 type static tex 16 23 color 0xfa1000 0xfa1000 size 6 7 alpha 200 250 30 gravity 0.44 sizeincrease 5 originoffset 0 0 2 originjitter 2 2 0 velocityoffset -15 -15 200 velocityjitter 15 15 100 effect lava_eruption // used for lava eruptions (splash) countabsolute 100 type static tex 16 23 color 0xfa1000 0xfa1000 size 6 7 alpha 200 250 30 gravity 0.44 sizeincrease 5 originoffset 0 0 2 originjitter 2 2 0 velocityoffset -15 15 200 velocityjitter 15 15 100 effect lava_eruption // used for lava eruptions (splash) countabsolute 100 type static tex 16 23 color 0xfa1000 0xfa1000 size 6 7 alpha 200 250 30 gravity 0.44 sizeincrease 5 originoffset 0 0 2 originjitter 2 2 0 velocityoffset 15 -15 200 velocityjitter 15 15 100
I know it can be done different as well.Last edited by Seven; 07-22-2012, 03:24 PM.
Leave a comment:
-
Hello webangel,
A nice idea to make an aniMap shader and only change the normals of the texture.
Only issue is that it needs a short intervall to keep it smooth looking.
And that short intervall makes many steps necessary to make a noticable way, otherwise it would be to quick.
The resulting quickness/speed is what maybe will not match to lava.
This effect would maybe better fit to water ?
But anyhow a good idea!
Hello Roy Batty,
*woow*, didnt see you for a long time.
Good to have you back.
My bad english prevents me from fully understanding what you mean in your above post.
Do you mean that there should be small eruption/blowouts in the lava ?
If yes, it is very doable
You just gave a very good idea.
It can be done this way I guess:
The lava pool has coordinates (lets keep it simple and say it is just a square pool):
We only focus on the X-coordinate in this quick brainstorming (Y is identical):
- left corner has X1 = 400
- right corner has X2 = 1000
Inside QC I will add a new function (into my existing custom effect function) that spawns particles via .ent files.
First calculate the width of the lava pool:
dX=X2-X1=600
Than choose a random position inside the lava pool:
tX=random()*dX
Now add this value to X1
X(particle)=X1+tX
The result will be a point randomly between 400 and 1000.
So directly inside the borders of the lava pool.
Do the same with Y.
Now spawn a lava splash (like the existing ones when shooting in lava) at:
X(particle) / Y(particle)
The z-coordinate is a fixed given value inside the .ent file.
Because a lava pool is always flat!
Add an adjustable (via .ent file) "nextthink" function, that adds a little randomness and you will have random lava boiling spots all over the lava pool.pointparticles(particleeffectnum("lava_boil"), 'X(particle) Y(particle) Z', '0 0 0', 1);
Well, tis only works with square-like lava pools.
But thank god in Quake everything is squary
That needs new/extended .ent files of course for each map with lava pools.
But hey, wasnt it YOU, that created the episode 3 rainy .ent files ??
I am excited to test it...
Best wishes,
Seven
Leave a comment:
-
I don't think so because for that the maps must be edited.Originally posted by Roy Batty View PostWhat would really be cool is if it could have a boiling or "gloopy"+"poppy" effect, it could be done in code much like a plasma is done, with a vector map. But that might be outside what can be done with normals and textures.
However, maybe Seven can do something with such an idea?
Leave a comment:
-
What would really be cool is if it could have a boiling or "gloopy"+"poppy" effect, it could be done in code much like a plasma is done, with a vector map. But that might be outside what can be done with normals and textures.
However, maybe Seven can do something with such an idea?
Leave a comment:
-
Animated Normal Maps
Hi,
I had a idea:
[ame=http://www.youtube.com/watch?v=IpZ3oAIvr5M]Quake Lava idea
- YouTube[/ame]
The animation shader is not done and I have to work more on the textures.
The video canīt show it the right way so here is a test version.
-Download-
Sorry for the filesize but the textures are very big at the moment.
To install just copy the .pk3 into your \id1 folder!
[email protected]
Leave a comment:
-
Ah thought you were still using Qrack (as you asked about the effects to be used in Qrack previously). The smoke has to be added to the map manually - by adding entities to the map - the same way you'd add more enemies/weapons to it and requires the mod Seven posted to allow it to work.
Leave a comment:

Leave a comment: