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anyone figure out why this doesnt work?

Started by TheJamsh, June 04, 2009, 08:49:26 PM

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TheJamsh

its a new headshot explosion, designed to send a flying head that spits out blood into the sky.

this is the early section ive got, but strangely its not working. ive tried different simulatebases but cant get the head to go into the sky when i snipe something... it just needs to send the multi render upwards like an ember.


particleClass1 = "xsnipe.headember"
particleCount1 = 1
particleVeloc1 = 0.0 158.0 0.0"

[headember]
simulateBase = "sim_ember"
lifeTime = 15.0
renderBase = "draw_multi"
renderCount = 2
renderName1 = "xsnipe.headember1"
renderName2 = "xsnipe.headember2"

[headember1]
simulateBase = "sim_null"
lifeTime = 5.0
renderBase = "draw_geom"
textureName = "ispilo00.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "255 255 255 255"
finishColor = "255 255 255 255"
startRadius = 0.1
finishRadius = 0.1
animateTime = 15.0
geomName = "headember.xsi"
addRoll = 36.0
addPitch = 24.0
addYaw = 12.0

[headember2]
simulateBase = "sim_null"
lifeTime = 7.0
renderBase = "draw_twirl_trail"
textureName = "rgut01.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "200 0 0 230"
finishColor = "200 0 0 30"
startRadius = 0.1
finishRadius = 0.1
animateTime = 0.9
rotationRate = 10
emitDelay = 0.07
emitVariance = "1.4 1.4 1.4"
emitLife = 0.9


BZII Expansion Pack Development Leader. Coming Soon.

Nielk1

Did you test ensuring the MSH was made via a prop?

Click on the image...

TheJamsh

Say again?

The headember.xsi draws properly, but it doesnt fly upwards, it just falls to the ground, same with the blood effect because they are linked to the same multirender...


BZII Expansion Pack Development Leader. Coming Soon.

Zero Angel

#3
They way you have it nested looks weird to me, shouldnt the draw multi be the very first thing? Which then calls the emits, which calls the effects (draw_geom)?

So it would be something like

.headember -> .heademberemit1 -> .flyinghead
      \----> .heademberemit2 -> .bloodtrail

Where headember would be the draw_multi?

Or is it allowed to put a draw_multi on top of an emit? If all else fails I suggest you try the conventional method.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

TheJamsh

The draw_multi IS the very first thing, it then calls a rotating draw_geom, and an emitting blood spark at the same place. the draw geom doesnt 'emit' because it is always there as a solid object, but the blood is meant to spew out of the bottom of it as it flies.

The draw_multi should move like an ember, with a force of 88 (from the particleVeloc part). The head will move along with it wherever it goes, and the bloods spawn origin will as well, but the blood will spray out.

I wonder if ive used too many simulate bases...


BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

[headember1]
simulateBase = "sim_emberl"
lifeTime = 5.0
renderBase = "draw_geom"
textureName = "ispilo00.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "255 255 255 255"
finishColor = "255 255 255 255"
startRadius = 0.1
finishRadius = 0.1
animateTime = 15.0
geomName = "headember.xsi"
addRoll = 36.0
addPitch = 24.0
addYaw = 12.0

[headember2]
simulateBase = "sim_emberl"
lifeTime = 7.0
renderBase = "draw_twirl_trail"
textureName = "rgut01.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "200 0 0 230"
finishColor = "200 0 0 30"
startRadius = 0.1
finishRadius = 0.1
animateTime = 0.9
rotationRate = 10
emitDelay = 0.07
emitVariance = "1.4 1.4 1.4"
emitLife = 0.9

Thats the only thing different from my moving geom explosion renders, the stimulate base on the geoms itself.



*****General BlackDragon*****

bigbadbogie

#6
sim_emberl

Typo?
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Zero Angel

#7
Quote from: TheJamsh on June 04, 2009, 11:53:03 PM
The draw_multi IS the very first thing, it then calls a rotating draw_geom, and an emitting blood spark at the same place. the draw geom doesnt 'emit' because it is always there as a solid object, but the blood is meant to spew out of the bottom of it as it flies.

The draw_multi should move like an ember, with a force of 88 (from the particleVeloc part). The head will move along with it wherever it goes, and the bloods spawn origin will as well, but the blood will spray out.

I wonder if ive used too many simulate bases...
No it isnt. Look at the code again.

particleClass1 = "xsnipe.headember"
particleCount1 = 1
particleVeloc1 = 0.0 158.0 0.0"


[headember]
simulateBase = "sim_ember"
lifeTime = 15.0
renderBase = "draw_multi"
renderCount = 2
renderName1 = "xsnipe.headember1"
renderName2 = "xsnipe.headember2"

I can swear that whatever is at the top is pointing at [headember] -- which is a DRAW_MULTI

Nothing should point to a draw_multi except for the renderName which goes directly under [GameObjectClass] -- I could be wrong about that nothing should point to a draw_multi except for the renderName. But it is obvious that the very first few lines of the ODF code you pasted DO point to a draw_multi.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

General BlackDragon

#8
no, draw multi works. My explosions for BZC use alot of draw multi. His setup is very similar to a thing i made that is a draw geom of a chunk that flies off, then after X seconds, makes an explosion. Here is one of the renders for a piece of the nav camera that flies off. I've added some explination

particleClass4 = "xBZCpwrxplnav.ember1" //Point to render cluster to move them together
particleCount4 = 1
particleVeloc4 = "20.0 40.0 20.0" //Move this way
particleBias4 = "0.0 10.0 0.0" //Try to be more up then anything

[Ember1]
simulateBase = "sim_ember" //Want it to fly and bounce on ground :)
lifeTime = 3.4
renderBase = "draw_multi" //Want more then 1 render to fly off and bounce together.
renderCount = 2
renderName1 = "xBZCpwrxplnav.ember" //Chunk
renderName2 = "BZCxplsec3" //3 second delayed explosion render, comes from another render odf.

[Ember]
simulateBase = "sim_ember" //Model chunk that flies off.
lifeTime = 1.8
renderBase = "draw_geom"
ForceDrawTransparent = false
textureName = "appowr00.bmp"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "255 255 255 255"
finishColor = "255 255 255 255"
startRadius = 1.0
finishRadius = 1.0
animateTime = 1.8
geomName = "apcamrchk1.xsi"
InitialPitch = 0.0
InitialYaw = 0.0
InitialRoll = 0.0
AddPitch = 40.0
AddYaw = 40.0
AddRoll = 40.0



*****General BlackDragon*****

Zero Angel

Oh gee, looks like i'm wrong then. The remainder of the file looks okay if that's the case. I wonder if perhaps there was something messed up in the parts you didnt post, like having the renderName point to the wrong thing, or having a misspelling on the syntax of the particle stuff.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

TheJamsh

Yeh draw_multi's DO work, ive used them before tonnes of times. steeveeo uses them in his explosions to, and the build effect uses them. its perfectly possible to use a draw_multi.

And GBD how come you used  "SIM_EMBERL", thats a typo right?

The reason it uses a draw_multi is because both the geom and the blood need to be at the same place. if i used two different particle classes, they would fly off in different directions.

I did try using sim_ember on the individual effects themselves, and sim_smoke but these didnt work either. I will look again at some other effects ive already done (which have worked) to see what im doing wrong. Its bound to be something stupid...


BZII Expansion Pack Development Leader. Coming Soon.

TheJamsh

Interesting, it seems that my previous incarnations using a render like this do not give a simulate base to the sub-renders.

Furthermore, the blood looks like it needs to be done via a draw_emit first, so id need the following heirachy:

RenderMulti (With sim_base) > Draw_geom (no sim_base)
                                       > draw_emit > draw_blood particle (with sim base)

Thats a proven design... so ill try that to see if it works. Ill upload a before and after video and the code for those interested.


BZII Expansion Pack Development Leader. Coming Soon.

TheJamsh

OH MAN I feel STUPID. Those of you with keen eyes will see the exact problem in the first post. im missing a " under particleVeloc1 =

I knew itd be a stupid mistake. Works fine now. Quite epic seeing pilot heads flying all over the place. lesson learnt...


BZII Expansion Pack Development Leader. Coming Soon.

bigbadbogie

YOU TIME WASTING CRETIN!!! Nah... J/K... you're not to blame... its just your eyes.

I recommend that you extract them with kitchen tongs, and bathe them in cooking oil before setting the oven to 180 degrees... wait... no... just put your glasses on dude!  8-)
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Zero Angel

Oh wow. I can't believe nobody noticed that!
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression