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Author Topic: How to view Sfx's before actually using them!  (Read 678 times)
Rotgutts
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Merzlin
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« on: June 27, 2008, 06:59:02 PM »

Ever wonder how an effect is going to look? Well most people know this, but if you don't, this is what you do.

>>>>>>>>>=---------------------------=<<<<<<<<<<
DL Source:SDK This is a source development kit. It allows you make maps, mods, models, and much more.
Next, run Source SDK and a window will pop up.
Under Applications, run Hammer Editor. This allows you to make maps, and see textures. un our case, textures are Sprites, effects and materials.
A program will run up called Hammer. Before you do anything, go to File and click New. Now, 4 boxes will appear. those are for making maps. If you go to the right side of this program, you will see a texture, sizing, and browse, and replace. Click Browse.
Now what ever kind of texture you want, from glass to brick, just type it in the search engine inside the window that pops up. In our case, just type in sprites.
Now just scroll down and you will see the effects used in any type of skill! Easy, easy easy to just create your own sfx and view the effect before using it!

You can also type in Effects to get other vmt. files! Hope this help you out!
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Pacmaney
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thatclonetrooper
« Reply #1 on: October 22, 2008, 08:52:13 PM »

The title is sort of misleading, what you just described allows you to see what the .vmt for your effects is but it does not actually generate how it will look like in game. But a helpful tip nontheless
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« Reply #2 on: October 23, 2008, 07:11:02 AM »

Can you so change the colors and anything??
But how can make them en hammer editor?
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« Reply #3 on: October 23, 2008, 03:19:17 PM »

you can use est_effects,just give the correct syntax for the effect you want to use

Code:
est_Effect - <legacy, use est_effect_##> Makes Pretty Colors
         est_Effect (null)
         
         est_Effect_01 - Armor Ricochet Effect
         est_Effect_01 <player Filter> <delay> <model> <position "X Y Z"> <direction "X Y Z">
         
         est_Effect_02 - Beam Ent Point Effect
         est_Effect_02 <player Filter> <delay> <model> <start ent> <start position "X Y Z"> <end ent> <end position "X Y Z"> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>
         
         est_Effect_03 - Beam Ents Effect
         est_Effect_03 <player Filter> <delay> <model> <start ent> <end ent> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>
         
         est_Effect_04 - Beam Follow Ent Effect
         est_Effect_04 <player Filter> <delay> <model> <Follow ent> <life> <start width> <end width> <fade distance> <R> <G> <B> <A>
         
         est_Effect_05 - Beam Laser Effect
         est_Effect_05 <player Filter> <delay> <model> <start ent> <end ent> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>
         
         est_Effect_06 - Beam Points Effect
         est_Effect_06 <player Filter> <delay> <model> <start position "X Y Z"> <end position "X Y Z"> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>
         
         est_Effect_07 - Beam Ring Ent Effect
         est_Effect_07 <player Filter> <delay> <model> <start ent> <end ent> <framerate> <life> <width> <spread> <amplitude> <R> <G> <B> <A> <speed>
         
         est_Effect_08 - Beam Ring Ent Effect
         est_Effect_08 <player Filter> <delay> <model> <center "X Y Z"> <Start Radius> <End Radius> <framerate> <life> <width> <spread> <amplitude> <R> <G> <B> <A> <speed> <flags>
         
         est_Effect_09 - Beam Spline Effect
         est_Effect_09 <player Filter> <delay> <model> <points> <rgPoints "X Y Z">
         
         est_Effect_10 - Blood Sprite Effect
         est_Effect_10 <player Filter> <delay> <model> <origin "X Y Z"> <direction "X Y Z"> <R> <G> <B> <A> <Size>
         
         est_Effect_11 - Blood Stream Effect
         est_Effect_11 <player Filter> <delay> <model> <origin "X Y Z"> <direction "X Y Z"> <R> <G> <B> <A> <Amount>
         
         est_Effect_12 - Blood Stream Effect
         est_Effect_12 <player Filter> <delay> <model> <origin "X Y Z"> <angle "Pitch Yaw Roll"> <Size "X Y Z"> <Velocity "X Y Z"> <Randomization> <count> <time> <flags>
         
         est_Effect_13 - BSP Decal (perminately attach a sprite to an entity, use 0 for the world)
         est_Effect_13 <player Filter> <delay> <decal> <origin "X Y Z"> <target entity index>
         
         est_Effect_14 - Bubbles Effect
         est_Effect_14 <player Filter> <delay> <model> <Min "X Y Z"> <Max "X Y Z"> <heigth> <count> <speed>
         
         est_Effect_15 - Bubble Trail Effect
         est_Effect_15 <player Filter> <delay> <model> <Min "X Y Z"> <Max "X Y Z"> <heigth> <count> <speed>
         
         est_Effect_16 - Decal Effect
         est_Effect_16 <player Filter> <delay> <model> <Position "X Y Z"> <Start "X Y Z"> <entity index> <hitbox>
         
         est_Effect_17 - Dust Effect
         est_Effect_17 <player Filter> <delay> <Position "X Y Z"> <Direction "X Y Z"> <size> <speed>
         
         est_Effect_18 - Dynamic Light Effect
         est_Effect_18 <player Filter> <delay> <Position "X Y Z"> <R> <G> <B> <exponent> <radius> <time> <decay>
         
         est_Effect_19 - Energy Splash Effect
         est_Effect_19 <player Filter> <delay> <Position "X Y Z"> <Direction "X Y Z"> <Explosive>
         
         est_Effect_20 - Explosion Effect
         est_Effect_20 <player Filter> <delay> <model> <Position "X Y Z"> <scale> <framerate> <flags> <radius> <magnitude> [Normal "X Y Z"] [Material Type]
         
         est_Effect_21 - Fizz Effect
         est_Effect_21 <player Filter> <delay> <model> <entity> <density> <current>
         
         est_Effect_22 - Guass Explosion Effect
         est_Effect_22 <player Filter> <delay> <Position "X Y Z"> <Direction "X Y Z"> <type>
         
         est_Effect_23 - Glow Sprite Effect
         est_Effect_23 <player Filter> <delay> <model> <Position "X Y Z"> <life> <size> <brightness>
         
         est_Effect_24 - Large Funnel Effect
         est_Effect_24 <player Filter> <delay> <model> <Position "X Y Z"> <reversed>
         
         est_Effect_25 - Metal Sparks Effect
         est_Effect_25 <player Filter> <delay> <Position "X Y Z"> <Direction "X Y Z">
         
         est_Effect_26 - Muzzle Flash Effect
         est_Effect_26 <player Filter> <delay> <Position "X Y Z"> <Angle "Pitch Yaw Roll"> <scale> <type>
         
         est_Effect_27 - Physics Prop Effect
         est_Effect_27 <player Filter> <delay> <model> <subtype> <Position "X Y Z"> <Angle "Pitch Yaw Roll"> <Velocity "X Y Z"> <flags> <unknown>
         
         est_Effect_28 - Player Decal Effect
         est_Effect_28 <player Filter> <delay> <Position "X Y Z"> <playerindex> <entity>
         
         est_Effect_29 - Project Decal Effect
         est_Effect_29 <player Filter> <delay> <decal> <Position "X Y Z"> <Angle "Pitch Yaw Roll"> <distance>
         
         est_Effect_30 - Show Line Effect
         est_Effect_30 <player Filter> <delay> <Start "X Y Z"> <End "X Y Z">
         
         est_Effect_31 - Smoke Effect
         est_Effect_31 <player Filter> <delay> <model> <Position "X Y Z"> <scale> <framerate>
         
         est_Effect_32 - Spark Effect
         est_Effect_32 <Player Filter> <Delay> <Position "X Y Z"> <Magnitude> <Trail Length> <Direction "X Y Z">
         
         est_Effect_33 - Sprite Effect
         est_Effect_33 <Player Filter> <Delay> <model> <Position "X Y Z"> <size> <brightness>
         
         est_Effect_34 - Sprite Spray Effect
         est_Effect_34 <Player Filter> <Delay> <model> <Position "X Y Z"> <Direction "X Y Z"> <speed> <noise> <count>
         
         est_Effect_35 - World Decal Effect
         est_Effect_35 <Player Filter> <Delay> <Decal> <Position "X Y Z">
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Wcs Stylez
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« Reply #4 on: October 26, 2008, 05:55:12 PM »

Will this one work??
es es_xgetplayerlocation event_var(userid) wcs_x1 wcs_y1 wcs_z1;est_effect #a 0.1 sprites/physcannon_blueligt1b.vmt 5 5 255 255 255 0 2
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« Reply #5 on: November 20, 2008, 06:25:38 PM »

Will this one work??
es es_xgetplayerlocation event_var(userid) wcs_x1 wcs_y1 wcs_z1;est_effect [you have to put an effect number here] #a 0.1 sprites/physcannon_blueligt1b.vmt 5 5 255 255 255 0 2

you still have to pick someking of effect see hollidays post to pick 1 Smiley
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Dark Phoenix
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shadephoenix
« Reply #6 on: November 21, 2008, 12:40:34 AM »

Hey any chance u guys cud make a guide on how 2 make some nice sfx? I mean im good with Photoshop and imageready but i dont know how 2 make 3D
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« Reply #7 on: November 21, 2008, 01:46:56 AM »

I don't think you can make, "Custom Effects" like that. Unless you can make the files .vmt, however I don't think so.
Then again, I've been proven wrong before  Wink
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shadephoenix
« Reply #8 on: November 21, 2008, 03:40:13 AM »

ty Cheesy ive heard of things like the program blender tho 2 make like models like games
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« Reply #9 on: November 21, 2008, 06:24:54 AM »

you can create your own .vmt from any .jpeg using vtfedit
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Dark Phoenix
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shadephoenix
« Reply #10 on: November 21, 2008, 09:54:24 PM »

wow seriously?
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95% of teens would cry if they saw the Jonas Brothers at the top of a skyscraper about to jump. Copy and paste this EVERYWHERE if you are in the 5% that would shout 'Jump' .
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shadephoenix
« Reply #11 on: November 28, 2008, 02:40:53 PM »

1. can u tell me how 2 change the SFX using VTF edit
2. can u try 2 change this into vtm?? Cheesy ty

[attachment deleted by admin - older than 200 days!]
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« Reply #12 on: November 28, 2008, 02:46:29 PM »

you can't turn an image into a vmt file, since image is img, and vmt is text...
but you can convert an image to a vtf file with VTFedit.
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shadephoenix
« Reply #13 on: November 28, 2008, 09:19:38 PM »

My question is how??
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« Reply #14 on: November 29, 2008, 01:56:09 AM »

Quote
you can't turn an image into a vmt file, since image is img, and vmt is text...
but you can convert an image to a vtf file with VTFedit.

thats what i ment.

vtfedit will also create the .vmt file

Quote
My question is how??

VTFedit
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