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Forum: All Forums : Call of Duty 4
Category: CoD 4 Level Design
CoD 4 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername, Welshy
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Author Topic: Breakables eye candy ?
one_richard
General Member
Since: Aug 24, 2007
Posts: 269
Last: Dec 2, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Friday, Aug. 29, 2008 07:23 am
I was testing some tutorials for breakables (Exploders) brushes and the exploding part worked perfectly....

... but the eye candy part doesnt.

I still getting the red FX object in game.

Can some one do me an step by step tour including what need to be done in the _fx.gsc files?

Just the eye candy stuff [confused]
Sevenz
General Member
Since: Apr 24, 2006
Posts: 1133
Last: Nov 28, 2008
[view latest posts]
Level 8
Category: CoD 4 Level Design
Posted: Friday, Aug. 29, 2008 08:26 am

Quote:
I still getting the red FX object in game.

did you add all used fx to your zone file and rebuilt ff?
one_richard
General Member
Since: Aug 24, 2007
Posts: 269
Last: Dec 2, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Friday, Aug. 29, 2008 09:02 am
yes I did [cry]
one_richard
General Member
Since: Aug 24, 2007
Posts: 269
Last: Dec 2, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Friday, Aug. 29, 2008 01:38 pm
anyone else?
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
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Level 10
Forum Moderator
Category: CoD 4 Level Design
Posted: Friday, Aug. 29, 2008 03:25 pm
The red FX thing means the engine can't find the .fx files. So either they're not in your zonefile, or you're using fx's which are not in the game.

Please post the content of your zonefile and the names of the fx you're using.
one_richard
General Member
Since: Aug 24, 2007
Posts: 269
Last: Dec 2, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Friday, Aug. 29, 2008 05:58 pm
I went to the fx editor an checked the fx I wanted


Quote:
breakables/exp_wall_cinderblock_96.efx


I´ve created and misc model with the values of:


Quote:

key / Model
Value / fx

script_fxid
exp_wall_cinderblock_96


Then I got this in my mp_mapname_fx

Code:

Quote:
main()
{

level._effect[ "exp_wall_cinderblock_96" ] = loadfx("breakables/exp_wall_cinderblock_96");


/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_nombredelmapa_fx::main();
#/
}


got this in my zone file:

code

Quote:
fx,breakables/exp_wall_cinderblock_96


In my mapname.gsc


Quote:
maps\mp\mp_nombredelmapa_fx::main();


edited on Aug. 29, 2008 05:59 pm by one_richard
mayhem
General Member
Since: Sep 11, 2007
Posts: 61
Last: Sep 1, 2008
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Level 3
Category: CoD 4 Level Design
Posted: Friday, Aug. 29, 2008 06:24 pm
in radiant u need to put in the script_exploder bit for the fx as well e.g. script_exploder
1
one_richard
General Member
Since: Aug 24, 2007
Posts: 269
Last: Dec 2, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Friday, Aug. 29, 2008 06:32 pm
The FX has these values:

key / Model
Value / fx

script_fxid
exp_wall_cinderblock_96

script_exploder
01

01 is the value of all the exploders [confused]

Does it need something in the createfx/mp_mapname_fx ?

edited on Aug. 29, 2008 06:34 pm by one_richard
Sevenz
General Member
Since: Apr 24, 2006
Posts: 1133
Last: Nov 28, 2008
[view latest posts]
Level 8
Category: CoD 4 Level Design
Posted: Friday, Aug. 29, 2008 06:58 pm
try a different number, any number with no leading zeroes
one_richard
General Member
Since: Aug 24, 2007
Posts: 269
Last: Dec 2, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Friday, Aug. 29, 2008 07:22 pm
Tryed... nuthing happened...The FX still there [sad]
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