Sprite editing

BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
<div class="IPBDescription">Configuring them seems hard....</div>is there a way to save the sprite settings while editing them ingame? i get it the way i want it when i can change everything in real time, but trying to get it to be saved that way is a pain.Help!

Belg

Comments

  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    As far as I know, the bsp file that is created after compilation is not really editable, and you certainly can't open it in worldcraft. That means that you will just have to live with remembering the right combination when your finished editing in-game.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    i need to figure out the combination then... i tried writting it down, but it doesn't stay when i go into the game

    Belg
  • C0nan_The_LibrarianC0nan_The_Librarian Join Date: 2002-07-31 Member: 1039Members
    does your paper fly away?? lol j/k ahhhh im tired....
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    lol. yes. it flies away. i'm trying again. being more thorough this time tho. we'll see if it works. i'll tell ya if it does. if it doesn't, i'll come back and yell at you and send you the rmf file.

    Belg
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Have you read <a href="http://www.natural-selection.org/MappingGuidelines.htm" target="_blank">this</a> and <a href="http://pstutorial.tripod.com/" target="_blank">this</a>, it may help with the usage of the particle systems.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Basically, you do all the editing, write the values down and then go back to VHE and enter them in.  Then recompile and check that it looks right ingame.

    I learnt this the hard way <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    Edit the PS ingame and get it how you want it, then take a screenshot of it with the menu open.  That will give you all the settings exactly as they were ingame.  Just translate the settings into your RMF in WC.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    i know. i've done all that. i read the faq and i wrote down all the settings, but it never works once it has been compiled!  the velocity works fine. the size/scale/max parts/p. life/gen rate/ etc works fine, but the generation points never work. i've tried using the values with commas or spaces, and neither works.  the specs would be

    Generation:200,200,62,-199,-199,0,0,0
    Velocity: 0,0,23,0,0,0,0,0
    Size:4
    Scale: 0.03
    Gen Rate:100
    Max Parts:250
    P. life:0.8
    render:trans add

    <a href="http://www.angelfire.com/anime2/belgarion115" target="_blank">the Corridor rmf/bsp files</a>

    if some one would be so kind as to download those and tell me what i am doing wrong, i would be very appreciative.

    Belg
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    I never use the generation shape params, I either leave it coming directly from the point or from an entity. I think it would be usefull if you told us what the effect is your trying to achieve.

    I've just read this, and either it is out of date or I missunderstand it, because I have used brushes many times to create areas where particles come from, mianly when creating rain effects. "Generation shape", not only by the shape of the brush! Furthermore, the generation shape used will be the axis-aligned version of this entity, so rotating this shape will have no effect. This is will be expanded to use the actual shape of the entity if necessary (but that's a lot of work)
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    C14... what did you just say? i didn't understand any of that. the only problem with my sprite entity is that it won't cover a wide area. look at the rmf file and you'll see what i mean for the shape.

    Belg
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    I now realize what you want to do, and there is no easy way to do it as far as I know.  To create a steam jet requires a set of individual sprites moving in unison, each one fading away at the end to create the effect. A particle system can generate random start location for individual sprites in an area. However, as far as I know, those random starting locations cannot create a sequential set, therefore it cannot create a steam jet at random locations. As far as I know the best you can do is to have a number of env_particles and trigger them on and off at random times.

    I did not create this or anything, and therefore have limited knowledge about this, you would probably be better of talking to Greedo if you don’t understand what I’m talking about.
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