Req: No Animation Phase Gate

Mav2Mav2 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-->

Comments

  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    uhm... the "glow" is not part of the model. it is part of the NS particle system. Someone already tweaked the config there for low-end systems:
  • Mav2Mav2 Join Date: 2004-08-06 Member: 30398Members
  • Mav2Mav2 Join Date: 2004-08-06 Member: 30398Members
    edited August 2004
    also someone in irc told me the .ps are the particle effects and that even changed client side it wont matter since server side dictates what .ps is used, true or no?

    *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
  • VerthandiVerthandi Join Date: 2002-12-12 Member: 10687Members, NS1 Playtester
    edited August 2004
    <!--QuoteBegin-CaptainPanaka+Aug 9 2004, 06:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainPanaka @ Aug 9 2004, 06:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> uhm... the "glow" is not part of the model. it is part of the NS particle system. Someone already tweaked the config there for low-end systems: <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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?
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin-Mav.+Aug 9 2004, 02:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mav. @ Aug 9 2004, 02:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> also someone in irc told me the .ps are the particle effects and that even changed client side it wont matter since server side dictates what .ps is used, true or no?

    *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-->
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    maybe cuz of steam?
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    the PS is still the same... that's what I meant <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • Mav2Mav2 Join Date: 2004-08-06 Member: 30398Members
    <!--QuoteBegin-Verthandi+Aug 8 2004, 09:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verthandi @ Aug 8 2004, 09:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-CaptainPanaka+Aug 9 2004, 06:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainPanaka @ Aug 9 2004, 06:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> uhm... the "glow" is not part of the model. it is part of the NS particle system. Someone already tweaked the config there for low-end systems: <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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-->
  • Mav2Mav2 Join Date: 2004-08-06 Member: 30398Members
    bump <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
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