Also is it possible to make a join team sprite that shows the name of the team they want to join. EG a sign saying marines which is constantly facing them.
- animated sprites - lots of additive func_conveyors - particle system - you could just forget it. HL doesn't really do the whole "flame" thing. Hence the absence of the mythical NS flamethrower. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
To the second question, yes. Your answer is in the question in fact - you just need to make a sprite for it. You'll need a paint program, and a sprite compiler (a couple are linked on <a href='http://members.aol.com/handhyle/101index.html' target='_blank'>my site</a>, as are some tutorials).
thanks guys/gals, just tried out that sprite thing that is pretty good. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Depending on how exactly you want to use the fire, there are probably ways to fake it. As long as you don't want anyone to be able to walk in to it, I've done fire with a few layered, additive func_walls, with an animated fire texture and the particle system could probably be used to make some nice smoke (with a lot of finicky tweaking). You might also be able to do something creative with the env_beam and the particle system (but I've never really tried that, so it's just a guess).
Doing anything that resembles fire though isn't going to be easy, and if you want people to be able to walk in it, I wish you luck ever getting it to look right.
another thing regarding the sprites. I have made a couple but why is it that they have a tingge of green over them. Is that because the light is on them. I made them additive.
As for the green tinge, I have noticed it too, especially when the sprite has a very low renderamount/alpha. I think its to do with your colour depth settings.
Simplest fire is a single animated sprite. Sprite tutorials explain how you can change the "face towards" behaviour wit ha hex editor. Second simplest and better looking is an env_beam, its best for performance but uses 3 entities. there are tutorials, too. Its more advanced but user friendly. Most common is env_custom_particle, the NS particle effect, explained in NS tutorials. It eats much CPU power.
For some crazy reason I'm feeling helpful today, so here's what I've worked out:
Heavily modified the verc smoke tutorial, which uses the lightning sprite to create smoke: Use three different beams, with the same start target and end target. (and a 4th with a higher start target if you also want smoke). Make the first 3 beams slightly different shades of orange, give them all slightly different scroll speeds, start frames, a little noise if you want them to flicker around a little (not too much though).
The good side of this is it makes a fairly decent looking fire.
The downside is it looks like trash from the top looking down, and the 8 entities I used (flames, smoke and flickering light) only could get up to a 255 pixel wide flame (so if you need lots of this, it's a bit of an entity hog).
I'll upload the .map if you need it, but play around first and look at the smoke tutorial (vsmaps.globaltfc.com/mylinks/links.php?action=rated&link_id=73, top google hit on search for smoke and env_beam)
Produces something like this though:
I have no idea why I also included firewood... I'm just bored I guess <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
[EDIT] Fixed address... how did I get a space in the middle of that?? [/EDIT]
<!--QuoteBegin--Spook+Sep 2 2003, 12:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spook @ Sep 2 2003, 12:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For some crazy reason I'm feeling helpful today, so here's what I've worked out:
Heavily modified the verc smoke tutorial, which uses the lightning sprite to create smoke: Use three different beams, with the same start target and end target. (and a 4th with a higher start target if you also want smoke). Make the first 3 beams slightly different shades of orange, give them all slightly different scroll speeds, start frames, a little noise if you want them to flicker around a little (not too much though).
The good side of this is it makes a fairly decent looking fire.
The downside is it looks like trash from the top looking down, and the 8 entities I used (flames, smoke and flickering light) only could get up to a 255 pixel wide flame (so if you need lots of this, it's a bit of an entity hog).
I'll upload the .map if you need it, but play around first and look at the smoke tutorial (vsmaps.globaltfc.com/mylinks/ links.php?action=rated&link_id=73, top google hit on search for smoke and env_beam)
Produces something like this though:
I have no idea why I also included firewood... I'm just bored I guess <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Wow, that looks really good.
I've always been too intimidated by the particle system to use it, don't know, looks good though.
Comments
- lots of additive func_conveyors
- particle system
- you could just forget it. HL doesn't really do the whole "flame" thing. Hence the absence of the mythical NS flamethrower. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Doing anything that resembles fire though isn't going to be easy, and if you want people to be able to walk in it, I wish you luck ever getting it to look right.
How do you actually want to use the fire?
Fire made using particle system and custom sprite:
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1050777339.jpg' border='0' alt='user posted image'>
</PIMPAGE>
As for the green tinge, I have noticed it too, especially when the sprite has a very low renderamount/alpha. I think its to do with your colour depth settings.
Second simplest and better looking is an env_beam, its best for performance but uses 3 entities. there are tutorials, too. Its more advanced but user friendly.
Most common is env_custom_particle, the NS particle effect, explained in NS tutorials. It eats much CPU power.
Heavily modified the verc smoke tutorial, which uses the lightning sprite to create smoke: Use three different beams, with the same start target and end target. (and a 4th with a higher start target if you also want smoke). Make the first 3 beams slightly different shades of orange, give them all slightly different scroll speeds, start frames, a little noise if you want them to flicker around a little (not too much though).
The good side of this is it makes a fairly decent looking fire.
The downside is it looks like trash from the top looking down, and the 8 entities I used (flames, smoke and flickering light) only could get up to a 255 pixel wide flame (so if you need lots of this, it's a bit of an entity hog).
I'll upload the .map if you need it, but play around first and look at the smoke tutorial (vsmaps.globaltfc.com/mylinks/links.php?action=rated&link_id=73, top google hit on search for smoke and env_beam)
Produces something like this though:
I have no idea why I also included firewood... I'm just bored I guess <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
[EDIT] Fixed address... how did I get a space in the middle of that?? [/EDIT]
Heavily modified the verc smoke tutorial, which uses the lightning sprite to create smoke: Use three different beams, with the same start target and end target. (and a 4th with a higher start target if you also want smoke). Make the first 3 beams slightly different shades of orange, give them all slightly different scroll speeds, start frames, a little noise if you want them to flicker around a little (not too much though).
The good side of this is it makes a fairly decent looking fire.
The downside is it looks like trash from the top looking down, and the 8 entities I used (flames, smoke and flickering light) only could get up to a 255 pixel wide flame (so if you need lots of this, it's a bit of an entity hog).
I'll upload the .map if you need it, but play around first and look at the smoke tutorial (vsmaps.globaltfc.com/mylinks/ links.php?action=rated&link_id=73, top google hit on search for smoke and env_beam)
Produces something like this though:
I have no idea why I also included firewood... I'm just bored I guess <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Wow, that looks really good.
I've always been too intimidated by the particle system to use it, don't know, looks good though.
~ DarkATi
Wow, neat I've gotta try that then.
~ DarkATi