Hey guys i got an idea for my new map.
I want to let it rain stars. Because i am making a mario map:).
Anyone got an idea? :P.
Or is it impossible.
Greets Lucky
Hey guys i got an idea for my new map.
I want to let it rain stars. Because i am making a mario map:).
Anyone got an idea? :P.
Or is it impossible.
Greets Lucky
hi lucky,
you could do 3 things i can imagine.
creating a star model and let it pass across the sky with some scriptig commands.
create a simple brush with startextures and make it scriptmover (also script)
create a shader
last thing im not good at, but first 2 things could be possible. but ofc this has a price. players will probably lag if you start letting the models or scriptmovers fall down. depends…
edit: ofc there might be other ways too
Thanks for the reply.
What is was thinking of is making a rain shader and modifie it so it will fall stars, If this is possible ;P.
Hoping for more reply’s
Greets Lucky
Sorry for the doublepost.
I already made the rain shader
textures/rain/rain
{
qer_editorimage textures/rain/rain2.tga
deformVertexes autosprite2
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
cull disable
qer_trans 0.5
{
map textures/rain/rain2.tga
blendFunc blend
rgbGen identity
tcMod scale 3 3
tcMod scroll 0.1 -2
tcMod turb 1 0.01 0 0.1
}
}
Can this be edited for stars ?
mayby you can add rain or snow and then use the remapshader-command to change it into stars, but then it would be “raining” all the time. I dont know how it looks in the game Mario.
Is it permanent? is it everywhere or just at a single place?
You can use atmospheric effects to make normal rain. http://tramdesign.planetwolfenstein.gamespy.com/tutorials/etdocs/index.html Remember that this can be turned off with cg_atmosphericeffects 0 or such cmd.
Also remember that you need a proper tracemap: /devmap mapname, /developer 1 and /generatetracemap. And the mapcoords has to be square to make a tracemap.
Then you can use remapshader to change the shader from raindrop to a star. Remapshader is a script command (.script file) you can change from one shader to another.
[QUOTE=th0rn3;187421]remapshader [old shader] [new shader]
remapshaderflush[/QUOTE]
Ye but i dont know that either :P.
Could someone just explain it step for step.
I know how to make rain. So you can skip that.
Open notepad copy an paste this:
game_manager
{
spawn
{
wait 50
wm_axis_respawntime 2 // Axis respawn time
wm_allied_respawntime 2 // Allied respawn time
wm_set_round_timelimit 15 // Map timelimit
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies)
wm_setwinner 0
wait 100
remapshader [path to shader that you want to change] [path to shader to replace that on the left]
remapshaderflush
}
}
Then save everything as [your map name].script in your maps folder
Ye but i still dont know what you mean with this line tss.
remapshader [path to shader that you want to change] [path to shader to replace that on the left]
remapshaderflush
Sorry for double post.
remapshader scripts/rain.shader [path to shader to replace that on the left]
But i still dont get this [path to shader to replace that on the left]
Thanks.
First you have to make a shader for the texture(s) you want to replace later with the remapshader.
path/to/texture
{
cull none
{
map path/to/texture.jpg
rgbGen lightingDiffuse
}
}
Then use this in your map-script:
remapshader "path/to/texture" "path/to/texture2"
Keep in mind this is only a example to show what you have to do, for your case the shader must be different (transparency and other stuff).
Thanks. I still need to figure it out i also got a weird problem with my rain :S.
Its raining only on the corners of the rain brush and not in the brush.
Also my rain is going upwards :S
Yes i did and the rain is still going weird.
Remember, i made my own rain shader for it.