Just a few questions...


(DeusExMachina) #1

1 - Is there any way to make a small fire sprite? (I don’t want a large fire trail with volume like the ones seen in the game, I’m just trying to add a small flame to a lamp.)
2 - How do you make those big flag looking things on the wall? (Like the ones that are red with swastikas that hang on the wall.) I would also like to know how to make them breakable…e.i. if you stab them with a knife they with burst into shreds, just like in the game.
3 - Who do you make those cob webs going from wall to wall like the ones at the beginning of escape1 (the first level of RTCW)?


(redfella) #2
  1. Use a normal fire shader with the _modelscale key. The default value is 1, so if you put in .5 it will reduce it by 50%… etc.

  2. Create a brush. Texture all faces ‘nodraw’ except for the face which you want the flag on… There are nazi propaganda flags in the ‘props’ directory.

In order to make it shred, you will need to make the brush a func_explosive and give it the ‘health’ and ‘type’ keys IIRC.

  1. Same concept as number 2.

(DeusExMachina) #3

:cool: Danke sehr!


(DeusExMachina) #4

2 more question:
4 - could you explain more indepth how to make a “fire shader with the _modelscale key”…
5 - when you make nazi flags like you said, how do you get rid of the black area of the texture that aren’t supposed to be visible?


(Enforcer) #5

your mapping right! Look in the scripts folder and in props (at least it should be) find the flags use the code for a flag for your flag.


(DeusExMachina) #6

And if you could put that in English, I might even understand it!

edit: I must credit you for successfully putting 3 "flag"s in one run-on sentnce, however…a skill I do not have.


(Enforcer) #7

LOL srry i get ahead of my self sometimes.

To make a flag:

  1. create the images for the flag
  2. make a shader for the flag
  3. create a breakable flag

textures/%folder%/%image

{
	qer_editorimage textures/%folder%/%image.tga
	deformVertexes wave 10 sin 0 2 0 .2
	cull twosided
	{
		map textures/%folder%/%image.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
	}

}

Thats your shader code. Just fill in the the folder area, and image name

To make the flag breakable, http:\www.planetquake.com\matrixq3_team_enforcer_rtcw\flag01.zip (paste me i dont work right)

its a prefab flag with a clear under standing how to make flags explode or break.