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Thread: railgun fx

  1. #11
    Senior Member Adderall will become famous soon enough Adderall's Avatar
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    Quote Originally Posted by MolotovSolution View Post
    How did he get the rocket/granade trails? I'd like that cfg to to work on something!
    Full credit to Jones


    // q3mme
    // compatible with wolfcam


    /////////////////////////////////////////////////////

    // general weapon effects

    // bubbles in the water

    weapon/common/bubbles {
    shader waterbubble
    distance 5 + rand*10 {
    size 1 + rand * 2
    random dir
    addScale origin dir origin 10 * rand
    emitter 1 + rand*0.25 {
    alphaFade 0
    origin2 origin2 + lerp * 8
    Sprite
    }
    }
    }


    weapon/rocket/flash {
    color 1 0.75 0
    size 300 + rand*32
    light
    }

    weapon/rocket/projectile {
    // wolfcam need to do model rotation yourself
    // wolfcam add size option when adding models
    model "models/ammo/rocket/rocket.md3"
    rotate time * 1000 / 4
    size 1
    dirModel
    loopSound "sound/weapons/rocket/rockfly.wav"
    }

    weapon/rocket/trail {

    // world glow
    color 1 0.75 0
    size 200
    Light

    // flame trail
    color 1 0.25 0
    alpha 0.75
    shader flareShader
    interval 0.001 {
    normalize dir v0
    inverse v0
    wobble v0 velocity 5 + rand*10
    scale velocity velocity 75 + rand*50
    emitter 0.5 + rand*0.5 {
    size 9 * ( 1 - 0.5 * lerp * 1.5 )
    colorFade 0.001
    moveGravity 0
    Sprite
    }
    }
    }

    weapon/rocket/impact {
    vibrate 70
    sound sound/weapons/rocket/rocklx1a.wav
    shader gfx/damage/burn_med_mrk
    size 64
    Decal

    // animating sprite of the explosion

    shader rocketExplosion
    size 40
    color 1 0.75 0
    emitter 1 {
    // size will goto zero after 0.5 of the time
    Sprite
    size 300 * clip(2 - 2*lerp)
    Light
    }

    // Particles

    color 1 0.75 0
    alpha 0.8
    shader flareShader
    repeat 20 {
    random velocity
    scale velocity velocity 250 + rand*50
    size 1 + rand*2.5
    emitter 1 + rand*0.5 {
    colorFade 0.75
    Sprite
    moveBounce 400 0.75
    }
    }

    color 1 0.50 0
    alpha 0.8
    shader flareShader
    repeat 20 {
    random velocity
    scale velocity velocity 250 + rand*50
    size 1 + rand*2.5
    emitter 1 + rand*0.5 {
    colorFade 0.75
    Sprite
    moveBounce 400 0.75
    }
    }

    color 1 0.25 0
    alpha 0.8
    shader flareShader
    repeat 20 {
    random velocity
    scale velocity velocity 250 + rand*50
    size 1 + rand*2.5
    emitter 1 + rand*0.5 {
    colorFade 0.75
    Sprite
    moveBounce 400 0.75
    }
    }

    }


    weapon/grenade/flash {
    color 1 0.75 0
    size 300 + rand*32
    light
    }

    weapon/grenade/projectile {
    // wolfcam need to do model rotation yourself
    // wolfcam add size option when adding models
    model "models/ammo/grenade1.md3"
    rotate time * 1000 / 4
    size 1
    anglesModel
    }

    weapon/grenade/trail {
    color 1 0.25 0
    alpha 0.75
    shader flareShader
    interval 0.001 {
    wobble dir velocity 0
    scale velocity velocity 0
    emitter 0.5 {
    size 8.5 * ( 1 - 0.5 * lerp * 1.5 )
    colorFade 0.001
    moveGravity 0
    Sprite
    }
    }
    }


    weapon/grenade/impact {
    vibrate 70
    sound sound/weapons/rocket/rocklx1a.wav
    shader gfx/damage/burn_med_mrk
    size 64
    Decal

    // animating sprite of the explosion

    shader rocketExplosion
    size 40
    color 1 0.75 0
    emitter 1 {
    // size will goto zero after 0.5 of the time
    Sprite
    size 300 * clip(2 - 2*lerp)
    Light
    }

    // Particles

    color 1 0.75 0
    alpha 0.8
    shader flareShader
    repeat 20 {
    random velocity
    scale velocity velocity 250 + rand*50
    size 1 + rand*2.5
    emitter 1 + rand*0.5 {
    colorFade 0.75
    Sprite
    moveBounce 400 0.75
    }
    }

    color 1 0.50 0
    alpha 0.8
    shader flareShader
    repeat 20 {
    random velocity
    scale velocity velocity 250 + rand*50
    size 1 + rand*2.5
    emitter 1 + rand*0.5 {
    colorFade 0.75
    Sprite
    moveBounce 400 0.75
    }
    }

    color 1 0.25 0
    alpha 0.8
    shader flareShader
    repeat 20 {
    random velocity
    scale velocity velocity 250 + rand*50
    size 1 + rand*2.5
    emitter 1 + rand*0.5 {
    colorFade 0.75
    Sprite
    moveBounce 400 0.75
    }
    }

    }

    weapon/plasma/flash {
    color 0.6 0.6 1
    size 300 + rand*32
    light
    }

    weapon/plasma/projectile {
    size 12
    shader sprites/plasma1
    sprite
    loopSound "sound/weapons/plasma/lasfly.wav"
    }

    weapon/plasma/trail {
    color 0.6 0.6 1
    alpha 0.75
    shader flareShader
    interval 0.001 {
    normalize dir v0
    inverse v0
    wobble v0 velocity 5 + rand*5
    scale velocity velocity 75 + rand*50
    emitter 0.05 {
    size 8 * ( 1 - 0.5 * lerp * 1.5 )
    colorFade 0.001
    moveGravity 0
    Sprite
    }

    }
    }

    weapon/plasma/impact {
    vibrate 10
    sound sound/weapons/plasma/plasmx1a.wav
    shader plasmaExplosion
    model models/weaphits/ring02.md3
    rotate rand*360
    emitter 0.6 {
    dirModel
    }
    size 14
    shader gfx/damage/plasma_mrk
    Decal energy

    shader flareShader
    alpha 0.8
    color 0.6 0.6 1
    repeat 5 {
    wobble dir velocity 10 + rand*20
    scale velocity velocity 250 + rand*50
    size 2 + rand*2.5
    emitter 1 + rand*0.25 {
    moveBounce 400 0.75
    colorFade 0.75
    Sprite
    }
    }
    }


    weapon/rail/flash {
    color 1 0.6 0
    size 300 + rand*32
    light
    }

    weapon/rail/impact {
    vibrate 50
    sound sound/weapons/plasma/plasmx1a.wav

    // The white expanding impact disc
    rotate rand*360
    shader railExplosion
    model models/weaphits/ring02.md3
    emitter 0.6 {
    dirModel
    }

    // Sparks

    shader flareShader
    alpha 0.5
    color 0.9 0.9 0.9
    repeat 10 {
    wobble dir velocity 10 + rand*20
    scale velocity velocity 250 + rand*75
    size 2 + rand*2.5
    emitter 0.5 + rand*0.5 {
    colorFade 0.75
    Sprite
    moveBounce 400 0.75
    }
    }
    }

    weapon/shotgun/flash {
    color 1 1 0
    size 300 + rand*32
    light
    }

    weapon/shotgun/impact {

    vibrate 2
    shader gfx/damage/bullet_mrk
    size 4
    Decal

    // explosion cone with animating shader
    size 1
    shader bulletExplosion
    model models/weaphits/bullet.md3
    rotate rand*360
    emitter 0.6 {
    dirModel
    }

    // a single sprite shooting up from impact surface
    wobble dir velocity 10 + rand*30
    scale velocity velocity 200 + rand*50
    size 1 + rand*0.5
    shader flareShader
    alpha 0.8
    color 1 0.75 0
    emitter 1 + rand*0.3 {
    moveBounce 400 0.7
    colorFade 0.6
    Sprite
    }
    }

    weapon/shotgun/trail {
    // empty
    }


    weapon/machinegun/impact {
    soundList {
    sound/weapons/machinegun/ric1.wav
    sound/weapons/machinegun/ric2.wav
    sound/weapons/machinegun/ric3.wav
    }
    // bullet mark on the wall
    shader gfx/damage/bullet_mrk
    size 8
    decal

    // explosion cone with animating shader
    size 1
    shader bulletExplosion
    model "models/weaphits/bullet.md3"
    rotate rand*360
    emitter 0.6 {
    dirModel
    }

    //a single sprite shooting up from impact surface
    wobble dir velocity 10 + rand*30
    scale velocity velocity 200 + rand*50
    size 2 + rand
    shader flareShader
    alpha 0.8
    color 1 0.5 0
    emitter 1 + rand*0.5 {
    moveBounce 400 0.75
    colorFade 0.5
    Sprite
    }
    }

    weapon/machinegun/trail {
    // empty
    }

    weapon/lightning/flash {
    color 0.6 0.6 1
    size 300 + rand*32
    light
    }

    weapon/lightning/impact {
    vibrate 5
    soundList {
    sound/weapons/lightning/lg_hit.wav
    sound/weapons/lightning/lg_hit2.wav
    sound/weapons/lightning/lg_hit3.wav
    }

    // sparks
    shader flareShader
    alpha 0.8
    color 0.9 0.9 0.9
    repeat 1 {
    wobble dir velocity 5 + rand*25
    scale velocity velocity 250 + rand*50
    size 1 + rand*2
    emitter 1 + rand*0.25 {
    colorFade 0.75
    Sprite
    moveBounce 400 0.75
    }
    }

    shader flareShader
    alpha 0.8
    color 0.7 0.7 1
    repeat 1 {
    wobble dir velocity 5 + rand*25
    scale velocity velocity 200 + rand*50
    size 1 + rand*2
    emitter 1 + rand*0.25 {
    colorFade 0.75
    Sprite
    moveBounce 400 0.75
    }
    }

    // hole mark shader decal
    shader gfx/damage/hole_lg_mrk
    size 48
    decal
    }

    weapon/bfg/flash {
    color 0.2 0.2 1
    size 300 + rand*32
    light
    }

    weapon/bfg/projectile {
    // wolfcam add size option when adding models
    model models/weaphits/bfg.md3
    size 1
    dirModel
    loopSound "sound/weapons/rocket/rockfly.wav"
    }

    weapon/bfg/trail {
    // world Light
    color 0.2 0.2 1
    size 200
    Light

    color 0.2 0.2 1
    alpha 0.50
    shader flareShader
    distance 1 {
    normalize dir v0
    inverse v0
    wobble v0 velocity 5 + rand*10
    scale velocity velocity 75 + rand*52
    emitter 0.01 + rand*0.55 {
    size 10 * ( 1 - 0.5 * lerp * 1.5 )
    colorFade 0.001
    moveGravity 10
    Sprite
    }
    }

    color 0.7 0.7 1
    alpha 0.50
    shader flareShader
    interval 0.01 {
    normalize dir v0
    inverse v0
    wobble v0 velocity 10 + rand*10
    scale velocity velocity 75 + rand*50
    emitter 0.01 + rand*0.55 {
    size 0.1 * ( 1 + 40 * lerp * 1.5 )
    colorFade 0.001
    moveGravity 10
    Sprite
    }
    }
    }

    weapon/bfg/impact {
    vibrate 100
    sound sound/weapons/rocket/rocklx1a.wav
    shader gfx/damage/burn_med_mrk
    size 32
    decal

    // impact disc
    rotate rand*360
    shader railExplosion
    model models/weaphits/ring02.md3
    size 1.6
    emitter 0.6 {
    dirModel
    }

    // impact mark
    color 0.2 0.2 1
    size 24
    shader gfx/damage/plasma_mrk
    Decal energy


    // animating sprite of the explosion
    shader bfgExplosion
    size 45
    color 0.2 0.2 1
    emitter 1 {
    Sprite
    size 300 * clip(2 - 2*lerp)
    Light
    }

    // sparks
    color 0.2 0.2 1
    alpha 0.33
    shader flareShader
    repeat 40 {
    random velocity
    scale velocity velocity 200 + rand*50
    size 1 + rand*2
    emitter 0.3 + rand*0.3 {
    moveBounce 0 0.9
    colorFade 0.7
    Sprite
    }
    }

    color 0.7 0.7 1
    alpha 0.33
    shader flareShader
    repeat 20 {
    random velocity
    scale velocity velocity 200 + rand*50
    size 1 + rand*2
    emitter 0.3 + rand*0.3 {
    moveBounce 0 0.9
    colorFade 0.7
    Sprite
    }
    }
    }

    weapon/gauntlet/flash {
    color 0.6 0.6 1
    size 300 + rand*32
    light
    }


    weapon/grapple/flash {
    color 1 0.6 0
    size 300 + rand*32
    light
    }
    http://rog.asus.com/forum/member.php?38883-sectionate

    Amd 8350 - 4816.08 MHz on air
    Crosshair V
    Asus GTX660 DirectCU

    Quote Originally Posted by Undertaker12 View Post
    Thank you. You're video is ok... you need a better cfg than that, and you should try using electronic songs like my movie.

  2. #12
    Senior Member Adderall will become famous soon enough Adderall's Avatar
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    Quote Originally Posted by rzd View Post
    @adderall the files were removed
    uploaded rEnks pk3s and fx for you

    http://www.megafileupload.com/en/fil...cripts-7z.html
    http://rog.asus.com/forum/member.php?38883-sectionate

    Amd 8350 - 4816.08 MHz on air
    Crosshair V
    Asus GTX660 DirectCU

    Quote Originally Posted by Undertaker12 View Post
    Thank you. You're video is ok... you need a better cfg than that, and you should try using electronic songs like my movie.

  3. #13
    Junior Member rzd is on a distinguished road
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    Quote Originally Posted by Adderall View Post
    i love u

  4. #14
    Junior Member rzd is on a distinguished road
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    the scripts itself works fine but i can't get the effect like the one in that fragmovie, any help? ^^

  5. #15
    Senior Member Asuka_ is on a distinguished road Asuka_'s Avatar
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    Quote Originally Posted by mellow View Post
    I'm glad you used my movie to reference what you're searching for. I've actually updated my rail with a spiral and a more "laser"-looking effect. I can send it to you if you like.
    Hey can u share the exactly FX scritps u used in that movie? (kalopsia)
    Quake Live
    Asuka
    My Youtube

  6. #16
    *Domino
    Guest
    Quote Originally Posted by Asuka_ View Post
    Hey can u share the exactly FX scritps u used in that movie? (kalopsia)
    Did you get your name from Evangelion? If so, that's an amazing anime.

  7. #17
    *ItzcoatL_
    Guest
    I can make this FX but better learn how to do it. That effect is not that hard. IŽll make a clip.

    You only need to modify this:

    weapon/rail/trail {
    // Color1 gets set before calling
    // The beam
    size r_railCoreWidth*0.5
    shader railCore
    emitter cg_railTrailTime * 0.001 {
    colorFade 0
    Beam
    }
    shader railDisc
    // color2 is stored in the parent input structure, retrieve it like this
    pushparent color2
    pop color
    if cg_oldrail {
    // Do the rail rings
    size r_railWidth*0.5
    // Rings take their stepsize from the width variable
    width r_railSegmentLength
    emitter cg_railTrailTime * 0.001 {
    colorFade 0.1
    Rings
    }
    } else {
    // Do a spiral around the rail direction
    // Get length in t0
    t0 dir
    normalize dir
    // Create a perpendicular vector to the beam
    perpendicular dir v0
    // Radius around center
    scale v0 v0 5
    size 1.1
    // Set the rotate around angle to start value
    t1 rand*360
    // Go through length of beam in repeat steps
    repeat ( t0 / 5 ) {
    rotatearound v0 dir v1 t1
    // Slightly increase beyond regular 10 it so they don't all line up
    t1 t1 + 10.1
    addScale v1 dir origin loop * t0
    add parentOrigin origin origin
    emitter 0.6 + loop * t1 * 0.0005 {
    //5 radius + 6
    addScale origin v1 origin lerp * 1.2
    colorFade 0.7
    Sprite
    }
    }
    }
    }

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