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22/05/2012 09:42
Hartelijk dank voor de gif btw! Smile Thumbs

22/05/2012 09:41
@Hurra: Tjah, ik ben nu eenmaal voor Android. Kheb geen zin in discussie Pfft elk heeft z'n eigen smaak en voorkeur

20/05/2012 21:33
Squire, dat is nutteloze software.

20/05/2012 20:51
@ ground zero.. download GIF Movie Gear. http://www.gamani.
com/gmgdown.htm

20/05/2012 20:45
Android is het meest gesloten open source project ter wereld. Alsook, GIF


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Destructable televisie maken



In deze tutorial leg ik uit hoe je een Destructable televisie kan maken.

1. Doe in het 2d vieuw rechtermuisknop>script>model dan ga naar Callofduty4>Raw>xmodels. zoek een tv die heel is.(ik gebruik com_tv2_testpattern)

2. Met je model geselecteerd druk je op"n" en voeg dit toe.
key: targetname
value: object_voor


3. Doe in het 2d vieuw rechtermuisknop>script>model dan ga naar Callofduty4>Raw>xmodels. zoek een tv die kapot is.(ik gebruik com_tv2_d)

4. Met je model geselecteerd druk je op"n" en voeg dit toe.
key: targetname
value: object_na


5. Plaats je kapotte tv precies in je hele tv.

6. Zoek nu de trigger texture(Textures>Usage>tools>trigger) Maak een randje voor je tv in het 2d vieuw rechtermuisknop>trigger>damage


7. Met je trigger geselecteerd druk je op"n" en voeg dit toe.
key: targetname
value: object_use


8. In het 2d vieuw rectermuisknop>script>origin. Plaats deze half in je tv dus aan de voorkant

9. Met de origin geselecteerd druk je op"n" en voeg dit toe.
key: targetname
value: cratefx


Nu gaan we het script maken.

10. voeg dit in je jouwmapnaam.gsc file toe.

main()
{
maps\mp\_load::main();
maps\mp\jouwmapnaam_fx::main();
thread tvexplosie();
}

tvexplosie()//hier begint het script
{
voor = getent("object_voor","targetname");
naexp = getent("object_na","targetname");
trigger = getent("object_use","targetname");
fxorigin = getent("cratefx","targetname");
naexp hide();
naexp notsolid();
trigger waittill("trigger");
playfx (level._effect[ "tv_explosion" ], fxorigin.origin);
fxorigin playsound ("exp_television_shot1");
voor hide();
voor notsolid();
naexp show();
naexp solid();
}


11. Voeg dit in je jouwmapnaam_fx.gsc.
main()
{
level._effect[ "explosion" ] = loadfx( "explosions/tv_explosion" );
}


13. Compile je map en je zal dit hebben





Als je een error hebt volg dan deze stappen.

14. Heb je een error in de game genaamt.
Error missing soundalias "exp_television_shot1"


15. Deze stap is alleen voor mensen die al een .Csv file hebben in de soundaliases voeg dan dit toe.
exp_television_shot1,,explosions/exp_television_shot1.wav,1,,,,,,,local,,,,,mp_jouwmapnaam


16. Heb je nog geen .csv file in je raw>soundaliases kopieer dit dan. Noem het bijv extra_sounds.csv Maak het met kladblok en sla het op als .csv

#"If the first column for a row is blank," then the row is ignored""",
# The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.,,
# This means it is safe to swap entire columns around, though you should never swap partial columns.,,
# You can invent new keys, but the game will ignore them if it doesn't know about them.,,
# You can leave out keys, but the "name" and "file" keys must always be present.,,

,name,name of the alias that is used to play this sound (required)
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)"
,file,the name of the file that contains the sound data (required)
,vol_min,"0 is silent, 1 is full volume (default = 1)"
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)"
,vol_mod,"blank causes no effect on vol_min and vol_max, otherwise the string must match a string in the volumemodgroups.def file and the value in that file corresponding to that string will be used to adjust vol_min and vol_max, clamped to the valid range"
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)"
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)"
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
,dist_max,"outside this distance in inches, the sound is not started. If left blank or set to 0, the sound will play from any distance. This does not affect sound volume falloff."
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)"
,type,primed (a streamed sound which gets primed on some platforms) / streamed / loaded (default = loaded)
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1)
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"""
,masterslave,"if ""master"", this is a master sound. If a number, then this sound's volume will be multiplied by that number (a percentage between 0 and 1) any master sound is playing. If blank, then neither master nor slave."
,loadspec,"space-separated list of which maps should use this alias
,compression,"a string corresponding to an entry in ""XMAUpdate.tbl"" which is used to determine compression by XMAUpdate.exe"
,secondaryaliasname,"defined the name of an additional sound alias to play in addition to the current alias being played. Note that it is an error for the secondaryalias to also define a secondaryaliasname (eg, if B is a secondaryalias of A, B is not allowed to have its own secondaryalias)."
,volumefalloffcurve,if blank uses the linear curve which can not be changed. A string 'XXXX' corresponds to the curve defined by the file 'soundaliases/XXXX.vfcurve'
,startdelay,defaults to no delay. The value is the number of milliseconds to delay starting the sound by
,speakermap,if blank uses the default speakermappings which cannot be changed. A string 'XXXX' corresponds to the speakermap defined by the file 'soundaliases/XXXX.spkrmap'.
,reverb,"blank means the alias is affected normally by wet and dry levels, ""fulldrylevel"" forces the alias to use a full drylevel (ignoring the global drylevel), ""nowetlevel"" forces the alias to use no wetlevel (ignoring the global wetlevel)"
,lfe percentage,this determines what percentage of the highest calculated spatialized speaker volume should be passed to the LFE. blank means no LFE for the sound
,center percentage,this determines what percentage of the volume should be redirected to the center channel (equal percentage taken from all speakers).
,platform,"used by XMAUpdate to determine whether the alias should be processed for a particular platform. If blank, process for all platforms. Platforms are PC, XB, PS, WI. Multiple values should be separated by spaces. !PC will exclude alias from PC but include in all other platforms. PC will only include alias for PC. !PC XB is invalid."
,envelop_min,any sounds within this distance of the listener will use the full envelop percentage
,envelop_max,sounds between enevlop_min and envelop_max use a fraction of the envelop percentage,,,,,,,,,,,,,,,,,,,,,,,,,,
,envelop percentage,amount of omnidirectionality to apply,,,,,,,,,,,,,,,,,,,,,,,,,,

name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage
exp_television_shot1,,explosions/exp_television_shot1.wav,1,,,,,,,local,,,,,mp_jouwmapnaam


De naam van het geluidsbestand hoe je hem noemt in je gsc.
De Plaats/naam.wav geluidsbestand.
De naam van je map.

17. open je compiler open Update zone files voeg dan dit toe, druk dan op save.
sound,extra_sounds,mp_jouwmapnaam,!all_mp


18. Compile je map helemaal en je zal nu ook het geluids effect van de tv explosie hebben.

Deze tutorial is gemaakt door Sintclair voor modbase.be

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