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Author Topic: [Tutorial] How to make effects!!  (Read 755 times)
AvasT
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doug_tiozao
« on: September 29, 2009, 09:47:08 PM »

Well i'm here for some requests to make a simple tutorial to teach how to make a simple effect.
When we're making a effect we have 3 parts(First one is getlocation, playing with sprites and with est_effect and the appearance of the effect(color, amplitude, size and bla bla bla))
OBSERVATION: I Know some peoples did some tutorial but some guys here are very lazy to read and i'll make a simplefied one...
*Part1
[Getplayerlocation]
Depending on what kind of effect you want you need to get the playerlocation and coordinates, dont worry about the coordinates because wcs has it already done...

e.g.:es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)

Explanation: Well, the "es es_xgetplayerlocation is getting the location of the victim.

What About wcs_x1 wcs_y1 and wcs_z1?
They Are the coordinates that Wcs has already prepared for us Cheesy, so we don't have to worry about that...

What About event_var(userid)?
In a player_attacker skill the effect will be on your victim, on a player_spawn or something like that its you!!
OBSERVATION: IF You Want a effect Like a Laser or something like that you have to get two playerlocations...
e.g:
Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)[The victim];es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(attacker)[You]

Questions: But, why you got getlocation wcs_x1 and getlocation wcs_x2??
Answer: Because the first wcs_x1 is the coordinate of your victim, and the second wcs_x2 is your coordinates...
So we can define that:
Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid);es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(attacker)
Is getting both players location (victim and attacker) and coordinates for like a laser or another effect that is envolving both players....
And:
Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
Is Getting the location of your victim and you can use it for lightings, thunders, glowing effects and more...

OBSERVATION: If you have doubts at it just p.m or make a post here!

*Part 2

[Selecting your sprite and using est_effect]
We Have a big list of sprites and effects, and we can also use models and decals...
but first of all we have to use a est_effect...
We Have a syntax list of some effects:
Code:
Syntax
] est_effect 1
EST Syntax : est_effect [ArmorRicochet] <player Filter> <delay> <model> (position <X> <Y> <Z>) (direction <X> <Y> <Z>)

] est_effect 2
EST Syntax : est_effect [BeamEntPoint] <player Filter> <delay> <model> <start userid> <end userid> <life> <width> <end width> <Red> <Green> <Blue> <Alpha>

] est_effect 3
EST Syntax : est_effect [BeamPoints] <player Filter> <delay> <model> (start <X> <Y> <Z>) (end <X> <Y> <Z>) <life> <width> <end width> <Red> <Green> <Blue> <Alpha>

] est_effect 4
EST Syntax : est_effect [BeamFollow] <player Filter> <delay> <model> <userid> <life> <width> <end width> <time to fade> <Red> <Green> <Blue> <Alpha>

] est_effect 5
EST Syntax : est_effect [BeamRing] <player Filter> <delay> <model> <userid> <end index> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>

] est_effect 6
EST Syntax : est_effect [LargeFunnel] <player Filter> <delay> <model> <x> <y> <z> <reversed>

] est_effect 7
EST Syntax : est_effect [Smoke] <player Filter> <delay> <model> <x> <y> <z> <scale> <framerate>

] est_effect 8
EST Syntax : est_effect [MetalSparks] <player Filter> <delay> <model> <x> <y> <z> (towards <x> <y> <z>)

] est_effect 9
EST Syntax : est_effect [GausPlease Disregard,I am A Spam Botplosion] <player Filter> <delay> <model> <x> <y> <z> (towards <x> <y> <z>) <type>

] est_effect 10
EST Syntax : est_effect [BeamRing] <player Filter> <delay> <model> <x> <y> <z> <start radius> <end radius> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>

] est_effect 11
EST Syntax : est_effect [GlowSprite] <player Filter> <delay> <model> <x> <y> <z> <life> <size> <brightness>

] est_effect 12
EST Syntax : est_effect [PhysProp] <player Filter> <delay> <model> (pos <x> <y> <z>) (angle <x> <y> <z>) (velocity <x> <y> <z>) <subtype> <flags> <randomize>

OBSERVATION: Use Only the following syntax: 2,3,4,7,8,10 or 11

Now let's make a little dictionary of what each part of one syntax make:


OBSERVATION: YOu Got The playerlocation right?
So you make:
Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid);es est_effect <HERE THE NUMBER OF THE SYNTAX> <player filter> and <delay>

Beside of est_effect you'll select what kind of effect that you want(search on the list of syntax), it can be like: est_effect 10 (explosion)
or
est_effect 3 (laser, but you'll have to get the both playerlocations)
or
est_effect 4 (Follow Beam, a little laser that follow you or the victim)

Questions:
I Can use every syntax number?
Answer:
No just use the numbers that i told you guys.
Questions:
Whats is player filter?
Answer:
Player Filter is Who is going to see the effect!!
Like
est_effect 10 #a (#a part will make EVERYONE see the effect!!)
Filters:
#a : All
#d : Dead
#ct : Counter-terrorits
#tr : Terrorists
There are a few more but i forgot some now...

Question:
Whats is delay?
Answer:
In what time will the effect repeat, appear again!
You can use every number but the Best one 0
e.g est_effect 10 #a 0 <0 is the delay>(it will be showed with frequence)

SPRITES!!

Now let's play with sprites...
You choose every sprite, effects and also decals and models...
But be careful to not choose a buggy one or one that dont work with the syntax
Lets See!
e.g
Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid);es est_effect #a 0 <sprite or effect or model or decal>(DONT THINK THAT MODEL IS A SKIN LIKE A BODY OR SOMETHING, WHEN USING A MODEL FOR SPRITE TAKE A LOOK AT THE SPRITE LIST)
use est_effect 10 #a 0 sprites/flatflame.vmt (example)
OBSERVATIONS: DONT FORGET TO PUT A .VMT IN THE END OF YOUR SPRITE!!

Now that u got the sprite let's do another thing:

When you're using est_effect 10 #a 0 sprites/flatflame.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
This server_var(wcs_coord) is tottaly necessary!!!
If you got two playerlocation you have to make this:
server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)

Now The Fun part Smiley

*Part 3
[Effects appearance, color and form Cheesy]

Have you already downloaded a race, and saw the line skill_sfx blallblalbllblblabla and a lot of numbers?
If yes don't worry they are just to set the effect appearance Smiley

Let's Choose a syntax and i'll explain better ir Smiley

Well i got syntax 10, here it is:
] est_effect 10
EST Syntax : est_effect [BeamRing] <player Filter> <delay> <model> <x> <y> <z> <start radius> <end radius> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>

So you imagine: What the hell are these things??? <start radius> and more...
They are the numbers >.<...

So let's start:

Questions:
I Can put every number on these things?? Like <start radius> i'll use 999, <life> i'll use 255, <width> i'll use 851??
Answer:
Sure no!!! On Radius of course you can put but in the other dont use exagerated numbers...

Explanation:
<x> <y> <z> = Just use the server_var(wcs_coord)<instead of coord use wcs_x1 or wcs_y1 or wcs_z1 or wcs_x2 or....
<life> 1-999 = Its How Long the effect is going to be showed.(Use Low Number Because you can get tired of the effect Cheesy)
<size> 0-10 = Size of the effect
<brightness> 0-255 = Brightness of the effect.
<amplitude> 1-10 = Amplitude is very good if you want to make thunder effects or lightings... The effect will be a little wavy...
<start radius> 1-999 = Its the area that the effect will start to show, like a explosion effect...
<end radius> 1-999 = The same as in start radius but it will stop showing...
<spread> 1-255 = The value of spread means the quantity that the effect will spread, like a splash beam or etc...
<R> 1-255 = Its the color RED
<G> 1-255 = Its the color GREEN
<B> 1-255 = Its the color BLUE (You can mix these colors like, 110 250 255)
<Alpha> 1-255 = This is the transparency of the effect, you put a low number it will be very hard to see
<Speed> 1-255 = Its the speed that the effect starts to show
<width> 1-10(i guess) = Its the Size of it, like: It will be short or tall.


Well i guess this is enough...

Now that u got the playerlocation, used a est_effect, choose a sprite or effect and used the server_var to the coordinates let's give it a appearance following the syntax 10(explosion):

e.g
Code:
es es_xgetplayerlocation event_var(userid);es est_effect 10 #a 0 sprites/flatflame.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 50(Start radius) 450(End Radius) 2(Life) 10(Width) 120(Spread) 3(Amplitude) 255(Red color) 0(Green Color) 0(Blue Color) 255(Alpha) 1(Speed)

DONE!!! Now your effect is ready to be tested and used Smiley
Here i'm posting a little list that can be very useful(containing sprites and effects...)
Code:
sprites/animglow01
sprites/animglow02
sprites/ar2_muzzle1
sprites/ar2_muzzle1b
sprites/ar2_muzzle2b
sprites/ar2_muzzle3
sprites/ar2_muzzle3b
sprites/ar2_muzzle4
sprites/ar2_muzzle4b
sprites/blueflare1
sprites/blueflare1_noz
sprites/blueglow1
sprites/blueglow2
sprites/bluelaser1
sprites/bluelight1
sprites/blueshaft1
sprites/fire
sprites/fire1
sprites/fire2
sprites/fireburst
sprites/flame01
sprites/flame02
sprites/flame03
sprites/flame04
sprites/flamelet1
sprites/flamelet2
sprites/flamelet3
sprites/flamelet4
sprites/flamelet5
sprites/flare1
sprites/flatflame
sprites/glow
sprites/glow01
sprites/glow02
sprites/glow03
sprites/glow04
sprites/glow04_noz
sprites/glow05
sprites/glow06
sprites/glow07
sprites/gow08
sprites/glow1
sprites/glow1_noz
sprites/greenglow1
sprites/halo
sprites/halo01
sprites/laser
sprites/laserbeam
sprites/lgtning
sprites/lgtning_noz
sprites/orangecore1
sprites/orangecore2
sprites/physbeam
sprites/physcannon_bluecore1
sprites/physcannon_bluecore1b
sprites/physring1
sprites/purplelaser1
sprites/qi_center
sprites/rollermine_shock
sprites/strider_bluebeam
sprites/tp_beam001
sprites/water_drop
sprites/hydraspinalcord
sprites/hydragutbeam
sprites/laser
sprites/orangelight1
sprites/plasma
sprites/plasma1
sprites/plasmabeam
sprites/muzzelflash
sprites/muzzelflash1
sprites/muzzelflash2
sprites/muzzelflash3
sprites/muzzelflash4
sprites/hydragutbeamcap
sprites/greenspit1
sprites/flatflame
sprites/fireburst
sprites/flame04
sprites/fire1
sprites/fire2
sprites/bluelight1
sprites/sphermap
sprites/reticle
sprites/640_logo
sprites/640 train
sprites/640hud9
sprites/640hud8
sprites/blackbeam
sprites/blood
sprites/bloodspray //////splash
sprites/cbb1_smoke //smokebeam
sprites/crosshairs
sprites/dot
sprites/crosshairs_tlur ////Raps
sprites/d_icons
sprites/crystal_beam1
sprites/fire_floor
sprites/flyingember
sprites/glow_tes02
sprites/gunsmoke
sprites/heatwave
sprites/ledglow
sprites/laserdot
sprites/old_xfire ////smb fireball
sprites/orangelight1
sprites/plasmaember ////green glow
sprites/plasmahalo
sprites/richo1
decals/decal_posterbreen //yel-ce
decals/decalgraffiti003a
sprites/scanner /////////est_effect 10 void
sprites/scannerbottom
sprites/shellchrome
sprites/scope_art
sprites/strider_blackball
sprites/strider_bluebeam
sprites/xbeam2
sprites/wxplo1 ////exsmoke fire
sprites/reticle //
sprites/reticle1 // green circle
sprites/reticle2
sprites/scanner_dots
sprites/player_red_dead /// red x
sprites/sprite
sprites/combineball_trail_red_1
sprites/combineball_trail_blue_1
effects/bluespark
effects/combinedisplay001a
effects/combinedisplay001b
effects/com_shield003a
effects/hydraspinalcord
effects/splash3
models/effects/comball_sphere /// glass
models/effects/splodecard2_sheet //Die est_effect 10
shadertest/spheremap
vgui/gfx/vgui/usp45
skybox/borealis01up
shadertest/texturescroll ////blkx
effects/tp_eyefx/tp_eyefx
effects/tp_eyefx/tpeye
effects/tp_eyefx/tpeye3
shadertest/eyeball
models/player/b4p/yoda_head
models/player/b4p/vader/headhope
editor/env_explosion
editor/phys_ballsocket
models/humans/female/group03/joey_facemap
models/antilion/antilion_parts
models/gibs/hgibs/skull1
models/player/b4p/vader/vaderface
models/props_combine/tprings_globe_dx60
models/props_combine/tprings_globe
models/props_combine/stasisshield_sheet_dx7
models/props_combine/stasisshield_sheet
models/props_combine/prtl_sky_sheet ////10
models/props_combine/tpballglow //scrollingsheet
models/props_combine/stasisfield_beam
models/props_combine/com_shield001a
models/props_combine/masterinterface01c
models/props_combine/partalball001_sheet
models/props_combine/models/props
models/player/b4p/yoda/yoda_head
models/player/b4p/vader/dcape
models/player/b4p/vader/helmethope
models/player/b4p/vader/soulderhope
effects/ar2_altfire1
effects/ar2_altfire1b
effects/ar2_altfire2
effects/black
effects/alyxmonitor_talk
effects/ar2_altfire1 //sphere
effects/ar2_altfire1b
effects/ar2_altfire2
effects/blueblackflash
effects/blood_core
effects/bubble
effects/com_shield003a /////bluegreen 10
effects/fire_cloud1
effects/fire_cloud2
effects/filmscan256
effects/fleck_glass1
effects/fleck_glass2
effects/fluttercore
effects/gunshiptracer
effects/metalfence007a
effects/rollerglow
effects/strider_bulge_dudv_dx60
effects/strider_tracer
effects/strider_pinch_dudv
effects/tp_eyefx/tpeye2
effects/tp_eyefx/tpeye3
effects/traainsky
effects/water_highlight
effects/blueblacklargebeam
effects/com_shield003a
effects/strider_tracer
effects/stunstick
models/effects/splode_sheet
sprites/physcannon_bluelight2
sprites/physcannon_bluelight1b
models/gman/pupil_r
models/vortigaunt/eyeball // red
models/headcrab_black/blackcrab_sheet
models/hostages/glassesfront_walter
models/humans/female/group01/joey_facemap
models/manhack/blur01
models/police/barneyface
models/synth/spinner
decals/rollermine_creator
models/effects/splode1_sheet
models/effects/splodearc_sheet
models/props/de_nuke/car_nuke_animation_red
overlays/redrunner001a
overlays/shorewave001a //whitewave
vgui/gfx/vgui/gign // modelterror
vgui/gfx/vgui/cs_logo // white cslogo
decals/decalgraffiti038a
decals/decalmetalvent004a
decals/decalmetalvent006a
de_nuke/nuklogo02
vgui/resource/logo_game ///////lines
vgui/chapters/chapter6
vgui/chapters/chapter9a
vgui/gamma
de_nuke/nuksky01
models/props_combine/prtl_sky_sheet
skybox/havbk
models/roller/rollermine_glow
b4p/b4p_tracers/b4p_tracer1 //white oval
b4p/b4p_tracers/b4p_tracer2 //2 white ovals
b4p/b4p_tracers/b4p_tracer3 //white circle
b4p/b4p_tracers/b4p_tracer4 ///3whitecircle
b4p/b4p_tracers/b4p_tracer5 ///3whitecirclehalo
b4p/b4p_tracers/b4p_tracer6 ///whitecirclehalo
b4p/b4p_tracers/b4p_tracer7 ///whiteoval
cable/rope
concrete/concretewall058a ///whitewall
concrete/milwall004 /// ballwall
console/background01 ///ccs
console/background02 //hl2
console/background03 //port
console/background07
console/startup_loading
cs_havana/metalgear001a
cs_havana/pictb
cs_havana/pupil_l //brnpupil
cs_havana/pupil_r //brnpuple
cs_havana/{curaila
cs_italy/irongate01
cs_italy/irongate01_2sided
effects/alyxmonitor_idle
effects/alyxmonitor_talk
effects/tvscreen_noise001a
models/props/de_inferno/goldfish_ref
models/props/de_inferno/goldfish
shadertest/cubemap
models/effects/splodearc_sheet
effects/strider_pinch_dudv_dx60
effects/rollerglow
models/props_lab/airlock_laser
props/signbillboard001a
models/eli/pupil_l
models/eli/pupil_r
models/effects/comball_tape
models/humans/female/pupil_r
models/humans/female/pupil_l
models/ichthyoasaur/iris_l
models/ichthyoasaur/iris_r
models/props_combine/prtl_sky_sheet
models/props_combine/stasisfield_beam
models/props_lab/cornerunit_cloud
models/props_lab/warp_sheet
effects/bluelaser1
halflife/glassblue2
dev/dev_glassfrosted01a
models/props_combine/combine_door01_glass
shadertest/gooinglass
models/props_lab/teleportgate_fence

Tutorial by AvasT Cheesy
Hope you guys enjoy it Smiley
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DisturbeD
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« Reply #1 on: September 29, 2009, 10:56:10 PM »

hey nice tutorial ;] please make it a sticky!

It would be kinda awesome to see some pics of different sprites and effects as a small picture lib for reference when you create new races...  Grin

And id be really interested in how to actually create sprites...
But I guess that d be too advanced stuff for now  Tongue
Anyways gr8 tut^^
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AvasT
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doug_tiozao
« Reply #2 on: September 29, 2009, 11:27:03 PM »

i dont know how to make it get sticky but i'll talk to a admin Cheesy
Thank you Smiley
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LoganLoganLo
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loganloganlo
« Reply #3 on: September 30, 2009, 02:11:07 AM »

OMFG! Smiley I love you so much!!! I wondered when you where going to make a tutorial.
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Zawmbee
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Watch Tower


« Reply #4 on: September 30, 2009, 06:34:23 AM »

Also, here is another sfx tutorial created awhile back that can be used... I don't think that it was long Sad
Plus it was simplified and shorter then yours...

http://warcraft-source.com/board/index.php/topic,5895.msg39152.html#msg39152
« Last Edit: September 30, 2009, 06:40:06 AM by Zawmbee » Logged


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AvasT
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doug_tiozao
« Reply #5 on: September 30, 2009, 09:58:49 PM »

Ooh really? I dont care Smiley I Guess some guys dont think that Smiley
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Zawmbee
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Watch Tower


« Reply #6 on: September 30, 2009, 11:32:42 PM »

Show me these somes?  Not knowing about it is a different discussion...
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AvasT
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doug_tiozao
« Reply #7 on: October 04, 2009, 04:18:55 AM »

You should have noticed that my tutorial is to make simple effects, and use est_effect till 12, your is est_effect_ till 35...
And i didnt saw vectorstring there
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Zawmbee
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« Reply #8 on: October 04, 2009, 04:38:23 PM »

You should have noticed that my tutorial is to make simple effects, and use est_effect till 12, your is est_effect_ till 35...
And i didnt saw vectorstring there


Mine was too, just gave whole list for people to see...
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AvasT
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doug_tiozao
« Reply #9 on: October 04, 2009, 07:17:32 PM »

 HMm thats ok Cheesy
A lil secret, i learned making effects basing on your tutorial :DD
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Zawmbee
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« Reply #10 on: October 04, 2009, 07:19:55 PM »

HMm thats ok Cheesy
A lil secret, i learned making effects basing on your tutorial :DD

Glad it helped you...
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AvasT
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doug_tiozao
« Reply #11 on: October 08, 2009, 08:12:10 PM »

Cheesy
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« Reply #12 on: October 10, 2009, 08:03:00 PM »

thx  Cool
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VIPPERS Colt
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« Reply #13 on: October 16, 2009, 07:50:31 PM »

very nice work, should you make it in Portuguese, ahaha  Smiley
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AvasT
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doug_tiozao
« Reply #14 on: October 24, 2009, 02:24:31 AM »

i made one for u Cheesy
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