Req: No Animation Phase Gate
Mav2
Join Date: 2004-08-06 Member: 30398Members
ive searched various posts and found a few others on low end systems get really fps bogged by the animation of the Phase Gate (and flashlight)
I've tried the replacing it with a blank file, no luck
I've tried decompiling the mdl and just taking out the animation with Milkdrop but I cant get that to work. I'm pretty new to modeling, so it was strange. Assuming it'd work just plain deleted, I couldnt recompile all the files (4 total) back into 1 mdl
So please can someone remake me a b_phasegate.mdl without any phasegate animation, the glow and green sparks? I'd be eternally grateful (ive also tried cl_dynamiclights 0 doesnt help much). I know I know old computer, upgrade. Not an option at the moment. And I'm desperate <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I've tried the replacing it with a blank file, no luck
I've tried decompiling the mdl and just taking out the animation with Milkdrop but I cant get that to work. I'm pretty new to modeling, so it was strange. Assuming it'd work just plain deleted, I couldnt recompile all the files (4 total) back into 1 mdl
So please can someone remake me a b_phasegate.mdl without any phasegate animation, the glow and green sparks? I'd be eternally grateful (ive also tried cl_dynamiclights 0 doesnt help much). I know I know old computer, upgrade. Not an option at the moment. And I'm desperate <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Comments
*edit*
so far that theory holds true, even with the ns.ps file you attached theres still the fps lag on particle effects. im guessing its true that its server side only
If that worked client-side, I'd be jumping with joy right about now. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Does 'cl_dynamiclights 0' affect the Phase Gate lighting?
*edit*
so far that theory holds true, even with the ns.ps file you attached theres still the fps lag on particle effects. im guessing its true that its server side only <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well normally you are right. But this is just the standard particle system (no new things added) but reduced in some things for better performance. The thing here is:
In the particle system file you got the effects and HOW they are displayed. Like the PG idle effect:
<!--QuoteBegin-Original PS+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Original PS)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
start pSystemName PhaseGateIdle
' Max number of particles
<b>pNumParticles = 40</b>
' size
pSize = 20
' number of times to loop through an animated texture
pAnimationSpeed = 2
' num frames in sprite
pSpriteNumFrames = 20
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .2
' Particle sprite
pSprite = sprites/flare6.spr
' system lifetime
pSystemLifetime = 1.0
' starting velocity
pVelShape = box
' starting velocity parms
pVelParams = 0,0,0,0,0,20,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle max alpha
particleMaxAlpha = 1
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 12
' particle lifetime
pLifetime = 2
' Gen rate
pGenRate = 20
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -20,-20,-20,20,20,40,0,0
end<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Low-End PS+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Low-End PS)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->start pSystemName PhaseGateIdle
' Max number of particles
<b>pNumParticles = 20</b>
' size
pSize = 20
' number of times to loop through an animated texture
pAnimationSpeed = 2
' num frames in sprite
pSpriteNumFrames = 20
' Particle base color
pBaseColor = 1 1 1
' Scale by the lifetime, so it will eventually be pScale*pSize right before it dies
pScale = .2
' Particle sprite
pSprite = sprites/flare6.spr
' system lifetime
pSystemLifetime = 1.0
' starting velocity
pVelShape = box
' starting velocity parms
pVelParams = 0,0,0,0,0,20,0,0
' render mode
' 0 = kRenderNormal
' 1 = kRenderTransColor, // c*a+dest*(1-a)
' 2 = kRenderTransTexture, // src*a+dest*(1-a)
' 3 = kRenderGlow, // src*a+dest -- No Z buffer checks
' 4 = kRenderTransAlpha, // src*srca+dest*(1-srca)
' 5 = kRenderTransAdd, // src*a+dest
pRenderMode = 5
' particle max alpha
particleMaxAlpha = 1
'1 : "start on"
'2 : "particle density"
'4 : "fade in"
'8 : "fade out"
'16 : "use world gravity"
'32 : "tri, not quads"
'64 : "minimize edges"
' flags (start on, fade in, fade out, triangles)
pSpawnFlags = 12
' particle lifetime
pLifetime = 2
' Gen rate
pGenRate = 20
' Gen shape (one of: Point, Line, Triangle, Plane, Box, Cylinder, Cone, Blob, Disc, Rectangle, None)
pGenShape = Box
' Gen params
pGenShapeParams = -20,-20,-20,20,20,40,0,0
end
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
See the difference? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Btw... It worked in 2.0 so why shouldn't it work with 3.0....? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
If that worked client-side, I'd be jumping with joy right about now. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Does 'cl_dynamiclights 0' affect the Phase Gate lighting? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
the dynamiclighting alias doesnt help much, if any
the custom .ps didnt help, dont think it works with latest NS or steam <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->