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Go Back Home > Forums > Quake Help > Quake Clients > TUT: Add particle effects + models + sounds into Quake via .ent files in DarkPlaces Search Forums

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Unread 05-01-2012, 09:34 PM   #11 (permalink)
Chthon
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Originally Posted by bluntz View Post
Nice tut seven,I was wondering how to add the sounds.
Also is there a way to add triggers to them?
Hello bluntz,

my code is too weak to add triggers.
The extra QC code (which is "remote controled" via the .ent file) must be extended quite a lot to do this. But then it will not makes sense to proceed this way anymore. Because doing in QC directly what you want to do is the better way I guess.


Originally Posted by gdiddy62 View Post
Here is my first attempt at adding fog to the start platform of e1m2 Seven.
Actually the first thing I did was add a monster growl in my start map after you go through the teleport!
Hello Jeff,

a monster growl to scare the player is a very nice idea
Unfortunately this would need a trigger (like bluntz mentioned),
because it should only play when you leave the teleporter...


Originally Posted by R00k View Post
Nice initial 4:20 post...
Hello R00k,

I dont know what meaning is behind "4:20".
Could you explain ?



@ all

I noticed something in chapter 3.) of this TUT:
When you copy/paste the effectinfo.txt content, the lava steam goes through the floor and looks terrible.
It has something to do with the text format, that you copy/paste.
So I added a download link for the "lava steam" effect.
This way it works as it should (even though the content is identical).
That is funny... I never saw a text format affecting a file.

I am sorry for those who already copy/pasted the lines and ended in ugly results.

Best wishes,
Seven
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Unread 05-02-2012, 06:33 AM   #12 (permalink)
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Seven,
Thanks again and you're right that a trigger would be better. Right now the sound goes in a loop after the player goes through the teleport. I'm really happy to know more now and feel more confident in experimenting.

Regards,

Jeff
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Unread 05-02-2012, 02:28 PM   #13 (permalink)
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Hello Seven,
thank you for this bunch of work!

This is a very detailed tutorial.

Now it should be "idiotensicher"
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Unread 05-03-2012, 09:02 AM   #14 (permalink)
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Hello Jeff,

I have been thinking about it and maybe you could do the following (as long as we have no trigger):

Put a .wav file with various growl sounds together.
It should be a bit longer. Lets say 20 seconds or so.
Put quiet passages between each growl sound.
Then use "count" "30", and a low volume.
That makes it a bit random. It could be used as ambience sounds then.
Maybe this is somehow useful for you.


Hello webangel,
yes Thank you, that was my intention. I hope it really is...



@ all

I updated post #3 with some other samples/downloads/links.
Those have been shown in this forum earlier, but maybe help to give some inspiration...

I will add one more pack with very new things in a few days.

Have fun playing around with it.
Seven
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Unread 05-03-2012, 11:28 AM   #15 (permalink)
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Interesting idea Seven. I'll try it tonight.
Thanks!
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Unread 05-03-2012, 06:50 PM   #16 (permalink)
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Hey Seven,
This worked well for an ambient "creepy" effect!
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Unread 05-10-2012, 02:30 PM   #17 (permalink)
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cant you trigger any sound simply by making a trigger and knowing the name of the sound?

like make a trigger_once, give it a blank target and set the sound to the one you want. Or if a blank target breaks it just input any targetname for something that wont do anything when it was triggered (like an info_notnull).

If this wouldn't work, extending the original trigger to make a sound trigger would probably be the easiest quake mod ever (probably one line).

I made weather triggerable with just this little snippet. It simply says that if my entity does not have a targetname turn the weather on by default, otherwise wait to be triggered. Simple.

Code:
if(!self.targetname) weather_use(); else self.use = weather_use;

Last edited by MadGypsy; 05-10-2012 at 02:41 PM..
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Unread 03-02-2013, 06:52 AM   #18 (permalink)
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as seven said this would be a more appropriate place for this post, ill repost it here

took a look at seven's example start-map with lava-bursts and some haze, and decided to finish it and add lava-bursts and haze to all of the pools in teh start-map, and i came up with a nice idea for a fancy effect for the nightmare portal. and i found a little bug in sevens ent file with the rain leaking through in a part where there shouldnt be rain which i fixed.




.

and after i finished effects for that map i suddenly remembered that the end-map had a lava-portal too and a huge lava-pit, and i made an ent-file for the end-map as well, addding haze and lava-eruptions all over shubs pit
looks so awesome, the haze and eruptions add so much epic to shubs pit





DOWNLOAD EFFECTS FOR ID1 START&END MAPS

to use them, just drop them into ID1/maps folder

(sorry, only 1 version for now. might make different versions so you can choose which effects you want and which not some other time)
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Unread 03-05-2013, 01:27 AM   #19 (permalink)
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Just... wow! Well done Splitt, that looks amazing and for me at least really adds to the atmosphere of the levels. Thanks for posting the pics as it's good to see just what some engines are capable of with a little patience and effort. Love the textures too. Although I have very recently upgraded my graphics card from something awful to something slightly less awful, would I be right in thinking that there is likely to be a pretty big hit for these effects? Maybe I should give Dark Places another try as even if it's not exactly playable perhaps I could use it for squirting demos out to videos?

Keep up the good work / Ga zo door met het goede werk(?)

Kind regards

Monty
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Unread 03-05-2013, 05:01 AM   #20 (permalink)
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well yes of course they do of course come at cost of performance, but it isnt huge. i personally get a max of 7fps less with the effects on compared to when they are off.

some effects are more heavy, some less. and it also depends where in the map you are.
both the slipgate stars and the nm portal haze both just cost me 2fps, while the effects at the start of the map and the haze at episode3 hallway each cost me 7fps.






anyways... so the performance hit isnt like huge or such,
but of course there will be some performance you'll have to pay for these effects

.

either way...
its the start-map, its not like as if those few fps matter since you wont be fighting monsters there anyway

Last edited by talisa; 03-05-2013 at 05:18 AM..
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