Resource thread.

Resource thread.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Resource thread.

Post by smoth »

This is a thread for people to post resources that they wish to release under creative commons for other spring projects to use.



Comments on this thread should now go: here.

If you are having issues with the explosion scripts be sure to add the necessary graphical files in the bmp directory and the references into your resources.tdf
Last edited by smoth on 25 Jun 2007, 19:51, edited 2 times in total.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Effects files from gundam 1.1

Post by smoth »

Image

Image
steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.

CREATIVE COMMONS LICENSE
Image


-Smoth

download availble here
Last edited by smoth on 18 Jan 2007, 22:14, edited 3 times in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Kampfer run animation with dust particle poof

Post by smoth »

http://cs.selu.edu/~ssmith/BB/files/screen.gif
Animation in action


This file uses the dirt particle

Code: Select all

static-var ISMOVING, bAiming, terraintype, bCanAim;

#define dirt 					1024+0 

/*------------------------------------------------------	
/  run animations
/-----------------------------------------------------*/
walk()
{
	turn right_l 	to y-axis <0> 		speed <135>;
	turn left_l 	to y-axis <0> 		speed <130>;
	
	turn right_l 	to z-axis <0> 		speed <135>;
	turn left_l 	to z-axis <0> 		speed <130>;
	turn foot_l 	to z-axis <0> 		speed <130>;
	turn foot_r 	to z-axis <0> 		speed <130>;
		
	turn base		to x-axis <25> 		speed <395>;
	
	turn r_forearm  to x-axis <-55> 	speed <350>;
	turn l_forearm  to x-axis <-55> 	speed <350>;
	turn rlgun2  	to x-axis <35> 		speed <350>;
	turn rlgun1  	to x-axis <35> 		speed <350>;
		
	if(ISMOVING)
	{

	turn base		to y-axis <0> 		speed <395>;
	turn right		to x-axis <0> 		speed <150>;
	turn left		to x-axis <45> 		speed <450>;
	
	turn left_l  	to x-axis <-50> 	speed <430>;
	turn shin_l 	to x-axis <40> 		speed <330>;
	turn foot_l  	to x-axis <20> 		speed <535>;
	
	emit-sfx 		dirt 				from dustr;
	
	turn foot_r  	to x-axis <-20> 	speed <535>;
		
	turn base 		to y-axis <5> 		speed <395>;

	turn right_l 	to x-axis <75> 		speed <395>;
	turn shin_r  	to x-axis <20> 		speed <330>;
	turn foot_l  	to x-axis <25> 		speed <535>;
	sleep 240;
	}
	if(ISMOVING)
	{

	turn base 		to y-axis <0> 		speed <395>;
	turn right		to x-axis <45> 		speed <450>;
	turn left		to x-axis <0> 		speed <150>;
	
	turn right_l 	to x-axis <-50> 	speed <430>;
	turn shin_r  	to x-axis <40> 		speed <435>;
	turn foot_r  	to x-axis <20> 		speed <535>;
	
	emit-sfx 		dirt 				from dustl;
	
	turn foot_l  	to x-axis <-20> 	speed <535>;

	turn base 		to y-axis <-5> 		speed <395>;
	
	turn left_l  	to x-axis <75> 		speed <395>;
	turn shin_l  	to x-axis <20> 		speed <330>;	
	turn foot_r  	to x-axis <25> 		speed <535>;

	sleep 240;
	}
	turn right		to x-axis <0> 		speed <350>;
	turn left		to x-axis <0> 		speed <350>;
}

waterwalk()
{
	turn right_l 	to y-axis <0> 		speed <135>;
	turn left_l 	to y-axis <0> 		speed <130>;
	
	turn right_l 	to z-axis <0> 		speed <135>;
	turn left_l 	to z-axis <0> 		speed <130>;
	turn foot_l 	to z-axis <0> 		speed <130>;
	turn foot_r 	to z-axis <0> 		speed <130>;
		
	turn base		to x-axis <25> 		speed <395>;
	

	turn r_forearm  to x-axis <-55> 	speed <350>;
	turn l_forearm  to x-axis <-55> 	speed <350>;
	turn rlgun2  	to x-axis <35> 		speed <350>;
	turn rlgun1  	to x-axis <35> 		speed <350>;
	
	if(ISMOVING)
	{
	turn right		to x-axis <45> 		speed <550>;
	turn left		to x-axis <45> 		speed <550>;
	
	turn left_l  	to x-axis <50> 		speed <430>;
	turn shin_l 	to x-axis <40> 		speed <330>;
	turn foot_l  	to x-axis <20> 		speed <535>;

	turn right_l  	to x-axis <50> 		speed <430>;
	turn shin_r 	to x-axis <40> 		speed <330>;
	turn foot_r  	to x-axis <20> 		speed <535>;
		
	emit-sfx 		kampfertail			from thrust1;
	emit-sfx 		kampfertail 		from thrust2;
	emit-sfx 		kampfertail 		from thrust3;
	emit-sfx 		dirt 				from dustr;
	emit-sfx 		dirt 				from dustl;
	sleep 240;
	}
	
	turn right 		to x-axis <0> 		speed <235>;
	turn left 		to x-axis <0> 		speed <230>;	
}

watershoot()
{
	turn right_l 	to y-axis <0> 		speed <135>;
	turn left_l 	to y-axis <0> 		speed <130>;
	
	turn right_l 	to z-axis <0> 		speed <135>;
	turn left_l 	to z-axis <0> 		speed <130>;
	turn foot_l 	to z-axis <0> 		speed <130>;
	turn foot_r 	to z-axis <0> 		speed <130>;
	
	turn r_forearm  to x-axis <0> 		speed <350>;
	turn l_forearm  to x-axis <0> 		speed <350>;
	turn rlgun2  	to x-axis <0> 		speed <350>;
	turn rlgun1  	to x-axis <0> 		speed <350>;
				
	if(ISMOVING)
	{
	turn rlgun2  	to x-axis <0> 		speed <350>;
	turn rlgun1  	to x-axis <0> 		speed <350>;
			
	turn left_l  	to x-axis <50> 		speed <430>;
	turn shin_l 	to x-axis <40> 		speed <330>;
	turn foot_l  	to x-axis <20> 		speed <535>;

	turn right_l  	to x-axis <50> 		speed <430>;
	turn shin_r 	to x-axis <40> 		speed <330>;
	turn foot_r  	to x-axis <20> 		speed <535>;
		
	emit-sfx 		dirt 				from dustr;
	emit-sfx 		dirt 				from dustl;
	sleep 240;
	}
}

shootwalk()
{
	turn right_l 	to y-axis <0> 		speed <135>;
	turn left_l 	to y-axis <0> 		speed <130>;
	
	turn right_l 	to z-axis <0> 		speed <135>;
	turn left_l 	to z-axis <0> 		speed <130>;
	turn foot_l 	to z-axis <0> 		speed <130>;
	turn foot_r 	to z-axis <0> 		speed <130>;
	turn rlgun2  	to x-axis <0> 		speed <350>;
	turn rlgun1  	to x-axis <0> 		speed <350>;
	
	turn r_forearm  to x-axis <0> 		speed <350>;
	turn l_forearm  to x-axis <0> 		speed <350>;
	turn rlgun2  	to x-axis <0> 		speed <350>;
	turn rlgun1  	to x-axis <0> 		speed <350>;
				
	if(ISMOVING)
	{
	turn left_l  	to x-axis <-50> 	speed <430>;
	turn shin_l 	to x-axis <40> 		speed <330>;
	turn foot_l  	to x-axis <20> 		speed <535>;
	
	emit-sfx 		dirt 				from dustr;
	
	turn foot_r  	to x-axis <-20> 	speed <535>;
		
	turn right_l 	to x-axis <75> 		speed <395>;
	turn shin_r  	to x-axis <20> 		speed <330>;
	turn foot_l  	to x-axis <25> 		speed <535>;
	sleep 240;
	}
	if(ISMOVING)
	{	
	turn right_l 	to x-axis <-50> 	speed <430>;
	turn shin_r  	to x-axis <40> 		speed <435>;
	turn foot_r  	to x-axis <20> 		speed <535>;
	
	emit-sfx 		dirt 				from dustl;
	
	turn foot_l  	to x-axis <-20> 	speed <535>;

	turn left_l  	to x-axis <75> 		speed <395>;
	turn shin_l  	to x-axis <20> 		speed <330>;	
	turn foot_r  	to x-axis <25> 		speed <535>;

	sleep 240;
	}
	
}

stopwalk ()
{
	turn base		to x-axis <0> 		speed <395>;
	turn foot_l		to x-axis <0> 		speed <395>;
	turn foot_r		to x-axis <0> 		speed <395>;
	turn right_l 	to x-axis <0> 		speed <235>;
	turn left_l 	to x-axis <0> 		speed <230>;
	turn shin_l  	to x-axis <0> 		speed <235>;
	turn shin_r 	to x-axis <0> 		speed <230>;
	
	turn r_forearm  to x-axis <0> 		speed <350>;
	turn l_forearm  to x-axis <0> 		speed <350>;
	turn rlgun2  	to x-axis <0> 		speed <350>;
	turn rlgun1  	to x-axis <0> 		speed <350>;
	
	turn right_l 	to y-axis <-20> 	speed <135>;
	turn left_l 	to y-axis <20> 		speed <130>;
	
	turn right_l 	to z-axis <3> 		speed <135>;
	turn left_l 	to z-axis <-3> 		speed <130>;
	turn foot_l 	to z-axis <3> 		speed <130>;
	turn foot_r 	to z-axis <-3>		speed <130>;
}

stopwater()
{
	turn base		to x-axis <0> 		speed <395>;
	turn foot_l		to x-axis <40> 		speed <395>;
	turn foot_r		to x-axis <40> 		speed <395>;
	turn right_l 	to x-axis <0> 		speed <235>;
	turn left_l 	to x-axis <0> 		speed <230>;
	turn shin_l  	to x-axis <0> 		speed <235>;
	turn shin_r 	to x-axis <0> 		speed <230>;
	
	turn r_forearm  to x-axis <-55> 	speed <350>;
	turn l_forearm  to x-axis <-55> 	speed <350>;
	turn rlgun2  	to x-axis <25> 		speed <350>;
	turn rlgun1  	to x-axis <25> 		speed <350>;
			
	turn right_l 	to y-axis <-10> 	speed <135>;
	turn left_l 	to y-axis <10> 		speed <130>;
	
	turn right_l 	to z-axis <5> 		speed <135>;
	turn left_l 	to z-axis <-5> 		speed <130>;
	turn foot_l 	to z-axis <5> 		speed <130>;
	turn foot_r 	to z-axis <-5>		speed <130>;
	
	emit-sfx 		dirt 				from dustr;
	emit-sfx 		dirt 				from dustl;
}
/*------------------------------------------------------	
/  motion functions 
/-----------------------------------------------------*/
StartMoving()
{   ISMOVING = TRUE;  }

StopMoving()
{	ISMOVING = FALSE; }


Flamingass()
	{
		while(TRUE)
		{
			if (terraintype == 2 || terraintype == 3)		
			{
			emit-sfx 		kampfertail 		from thrust1;
			emit-sfx 		kampfertail 		from thrust2;
			emit-sfx 		kampfertail			from thrust3;
			emit-sfx 		kampfertail 		from thrust4;
			emit-sfx 		kampfertail 		from thrust5;
			emit-sfx 		kampfertail			from thrust6;
			}		
		sleep 130;
		}

	}
	


MotionControl(pheh)
	{	
	pheh = 1;

		while (pheh)
		{      
			IF (ISMOVING)
			{
				IF (baiming && (terraintype == 1 || terraintype == 4))
				{ 
				bCanAim = TRUE;
				CALL-SCRIPT shootwalk();
				}
                else if ((terraintype == 1 || terraintype == 4))
				{ 
				bCanAim = FALSE;
				CALL-SCRIPT walk();
				}
				
				IF (baiming && (terraintype == 2 || terraintype == 3))
				{ 
				bCanAim = TRUE;
				CALL-SCRIPT watershoot();
				}
                else if (terraintype == 2 || terraintype == 3)
				{ 
				bCanAim = FALSE;
				CALL-SCRIPT waterwalk();
				}
				
			}
			else if (terraintype == 1 || terraintype == 4)
				{
				bCanAim = TRUE;
				CALL-SCRIPT stopwalk();
				}
					else if (terraintype == 2 || terraintype == 3)
					{
					bCanAim = TRUE;
					CALL-SCRIPT stopwater();
						if(!baiming)
						{
						turn l_forearm  to x-axis <-40> 	speed <250>;
						turn r_forearm  to x-axis <-40> 	speed <250>;
						}
					}
		sleep 10; 
		}
	} 
	
setSFXoccupy(setSFXoccupy_argument)
{

terraintype = setSFXoccupy_argument;
//2 = Moving over water
//4 = Moving over land
}
	

/*
notes on this function:

setSFXoccupy(setSFXoccupy_argument)
{
terrain_code = setSFXoccupy_argument;
1 = Moving from water to land
2 = Moving over water
3 = Moving from land to water
4 = Moving over land
}*/

//------------------------------------------------------
//start ups :)
//------------------------------------------------------
Create()
	{
	// Initial State
	ISMOVING = FALSE;
	bAiming = FALSE;
	bCanAim = TRUE;

	start-script MotionControl();	
	start-script setSFXoccupy();
	start-script Flamingass();
	}
	
steven (smoth) Smith, release this script into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the script.

CREATIVE COMMONS LICENSE
Image



-Smoth
Last edited by smoth on 23 Dec 2006, 08:50, edited 3 times in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Units that move faster in water then they would on land.

Post by smoth »

if your unit has: upright =1

Code: Select all

static-var terraintype;

setSFXoccupy(setSFXoccupy_argument)
{	
terraintype = setSFXoccupy_argument;	

		if(terraintype == 2)
		{	SET MAX_SPEED to [4]; 	}
			else
			{	SET MAX_SPEED to [1.6];	}
}


Create()
	{
	start-script setSFXoccupy();	
	}
if your unit does not have: upright =1

Code: Select all

waterboost()
{	
		if(get GROUND_HEIGHT(get PIECE_XZ(head)) <= 0)
		{	SET MAX_SPEED to [4]; 	}
			else
			{	SET MAX_SPEED to [1.6];	}
}

Create()
	{
	start-script waterboost();	
	}
steven (smoth) Smith, release this script piece into creative commons, with one condition that you tell others where you acquired them so they can also use these files. Enjoy the script piece


CREATIVE COMMONS LICENSE
Image
Last edited by smoth on 23 Dec 2006, 08:51, edited 2 times in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image
Image

Image
Image

Image

Get the here
These models are old but may still be usefull to some people. So....

steven (smoth) Smith, release these models and textures into creative commons, with one condition that you tell others where you acquired them so they can also use these files. Enjoy the models and textures.


CREATIVE COMMONS LICENSE
Image
Last edited by smoth on 04 Feb 2007, 20:55, edited 4 times in total.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Split the topic.

Comments should now go here.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image

new bomb explosion

Code: Select all

[verticalbomb]
{
	[pop]
	{
	class=heatcloud;
   	
		[properties]
      		{
		texture=redexplo;
      		heat = 10;
      		maxheat = 15;
      		heatFalloff = 0.5;

      		size = 90;
      		sizeGrowth = 0.9;

         	pos = r-2 r2, 5, r-2 r2;
         	speed=0, 1 0, 0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=1;
	} 

	[pillar]
	{
	class=heatcloud;
   	
		[properties]
      		{
		texture=redexplo;
      		heat = 15;
      		maxheat = 15;
      		heatFalloff = 2.5;

         	size = 90;
         	sizeGrowth = -11;

         	pos = 0,-100 i12, 0;
         	speed=0, 25, 0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=8;
	} 

	[smoke]
	{
		[properties]
      		{
         	color = 0.3;
         	ageSpeed=0.15;

         	size = 63;
         	sizeGrowth = -25;

         	pos = 0,-130 i13,0;
         	speed=0, 27, 0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=10;
   	}

	[POOF00]
	{
	class=CSimpleParticleSystem;

		[properties]
		{
		Texture=randdots;

		colorMap	= 1.0 1.0 1.0 0.04	0.5 0.5 0.2 0.01	0.5 0.1 0.1 0.01;

      		pos 		= 0, 2, 0;
		gravity		= 0, -0.005, 0;
	       	emitVector	= 0, 1, 0;
		emitRot		= 45;
		emitRotSpread	= 32;

		sizeGrowth	= 0.8;
		sizeMod		= 1.0;

		airdrag			= 0.8;
		particleLife		= 5;
		particleLifeSpread	= 16;
		numParticles		= 16;
		particleSpeed		= 16;
		particleSpeedSpread	= 3;
		particleSize		= 5;
		particleSizeSpread	= 0;

		directional		= 0;
		useAirLos		= 0;
		}
	air=1;
	ground=1;
	count=1;
	}

	[dirt]
	{
		[properties]
		{
			size=20;
			color=0.2, 0.1, 0.05;
			alphaFalloff=2;
			speed= r1.5 r-1.5, 2, r1.5 r-1.5;
			pos=r-10 r10, 0, r-10 r10;
		}
		ground=1;
		count=4;
	}

	[groundflash]
   	{
      	ttl = 17;
      	flashSize = 120;
      	flashAlpha = 0.9;

      	circleGrowth = 8;
      	circleAlpha = 0.5;

      	color = 1, 0.3, 0;

	air=1;
     	ground=1;
      	water=1;
	}
}
steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.

CREATIVE COMMONS LICENSE
Image



You will need the explosion files listed at the top of this thread along with the image(randdots.tga) that is included with spring.
-Smoth
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image

Gas Bomb

Code: Select all

[gascloud]
{
	[BOOM]
	{
	class=heatcloud;
   	
		[properties]
      		{
		texture=3explo;
      		heat = 10;
      		maxheat = 15;
      		heatFalloff = 0.2;

      		size = 150;
      		sizeGrowth = 0.9;

         	pos = r-2 r2, 5, r-2 r2;
         	speed=0, 1 0, 0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=1;
	} 

	[firepoof2]
	{
	class=CSimpleParticleSystem;

		[properties]
		{
		Texture=3explo;

		colorMap	= 0.2 1.0 0.2 0.04	0.7 0.9 0.2 0.01	0.2 0.6 0.1 0.01;

      		pos 		= 0, 5, 0;
		gravity		= 0, -0.005, 0;
	       	emitVector	= 0, 1, 0;
		emitRot		= 60;
		emitRotSpread	= 32;

		sizeGrowth	= 0.8;
		sizeMod		= 1.0;

		airdrag			= 0.8;
		particleLife		= 7;
		particleLifeSpread	= 16;
		numParticles		= 16;
		particleSpeed		= 22;
		particleSpeedSpread	= 1;
		particleSize		= 66;
		particleSizeSpread	= 0;

		directional		= 0;
		useAirLos		= 0;
		}
	air=1;
	ground=1;
	water=1;
	count=1;
	}

	[firepoof]
	{
	class=CSimpleParticleSystem;

		[properties]
		{
		Texture=randdots;

		colorMap	= 0.2 1.0 0.2 0.04	0.7 0.9 0.2 0.01	0.2 0.6 0.1 0.01;

      		pos 		= 0, 5, 0;
		gravity		= 0, -0.005, 0;
	       	emitVector	= 0, 1, 0;
		emitRot		= 60;
		emitRotSpread	= 32;

		sizeGrowth	= 0.8;
		sizeMod		= 1.0;

		airdrag			= 0.8;
		particleLife		= 7;
		particleLifeSpread	= 16;
		numParticles		= 16;
		particleSpeed		= 32;
		particleSpeedSpread	= 5;
		particleSize		= 55;
		particleSizeSpread	= 0;

		directional		= 0;
		useAirLos		= 0;
		}
	air=1;
	ground=1;
	count=1;
	}

	[dirtypoof]
	{
	class=dirt;

		[properties]
		{
			size=40;
			color=0.2, 0.1, 0.0;
			alphaFalloff=2;
			speed= r3.5 r-3.5, 2, r3.5 r-3.5;
			pos=r-100 r100, 0, r-100 r100;
		}
	ground=1;
	count=20;
	}

	[WATERPOOF]
	{
	class=CSimpleParticleSystem;

		[properties]
		{
		Texture=redexplo;

		colorMap	= 0.0 1.0 0.0 0.04	0.7 1.0 0.2 0.01	0.5 0.8 0.2 0.01;

      		pos 		= 0, 5, 0;
		gravity		= 0, -0.005, 0;
	       	emitVector	= 0, 1, 0;
		emitRot		= 60;
		emitRotSpread	= 32;

		sizeGrowth	= 0.8;
		sizeMod		= 1.0;

		airdrag			= 0.8;
		particleLife		= 7;
		particleLifeSpread	= 16;
		numParticles		= 32;
		particleSpeed		= 32;
		particleSpeedSpread	= 16;
		particleSize		= 50;
		particleSizeSpread	= 0;

		directional		= 0;
		useAirLos		= 0;
		}
	water=1;
	count=1;
	}

	[watersplash]
	{
	class=dirt;

		[properties]
		{
			size=80;
			color=0.7, 0.7, 1.0;
			alphaFalloff=2;
			speed= r0.5 r-0.5, 2, r0.5 r-0.5;
			pos=r-100 r100, 0, r-100 r100;
		}
	water=1;
	count=20;
	}

	[groundflash]
   	{
      	ttl = 30;
      	flashSize = 160;
      	flashAlpha = 0.9;

      	circleGrowth = 5;
      	circleAlpha = 0.9;

      	color = 0.2, 1.0, 0.1;

	air=1;
     	ground=1;
      	water=1;
	}
}
steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.

CREATIVE COMMONS LICENSE
Image



You will need the explosion files listed at the top of this thread along with the image(randdots.tga) that is included with spring.
-Smoth
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Image

Effect for LordLemmi, "earthquake bomb," I was told he wanted a red explosion to represent an earthquake missile hitting. I figured.. nothing better then molten hot *DR EVIL* mag-maaah*/DR EVIL* coming out with the impact :P.

Code: Select all

[earthquakegun]
{
	[pop]
	{
	class=heatcloud;
   	
		[properties]
      		{
		texture=redexplo;
      		heat = 10;
      		maxheat = 15;
      		heatFalloff = 0.5;

      		size = 300;
      		sizeGrowth = 0.9;

         	pos = r-2 r2, 5, r-2 r2;
         	speed=0, 1 0, 0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=1;
	} 

	[POOF00]
	{
	class=CSimpleParticleSystem;

		[properties]
		{
		Texture=flare;

		colorMap	= 1.0 0.0 0.0 0.04	1.0 0.2 0.2 0.01;

      		pos 		= 0, 2, 0;
		gravity		= 0, -0.005, 0;
	       	emitVector	= 0, 1, 0;
		emitRot		= 45;
		emitRotSpread	= 32;

		sizeGrowth	= 0.8;
		sizeMod		= 1.0;

		airdrag			= 0.8;
		particleLife		= 5;
		particleLifeSpread	= 16;
		numParticles		= 128;
		particleSpeed		= 16;
		particleSpeedSpread	= 16;
		particleSize		= 1;
		particleSizeSpread	= -0.3;

		directional		= 0;
		useAirLos		= 0;
		}
	air=1;
	ground=1;
	count=1;
	}

	[firepoof]
	{
	class=CSimpleParticleSystem;

		[properties]
		{
		Texture=randdots;

		colorMap	= 1.0 1.0 0.8 0.04	0.7 0.5 0.2 0.01	0.7 0.1 0.1 0.01;

      		pos 		= 0, 5, 0;
		gravity		= 0, -0.005, 0;
	       	emitVector	= 0, 1, 0;
		emitRot		= 60;
		emitRotSpread	= 32;

		sizeGrowth	= 0.8;
		sizeMod		= 1.0;

		airdrag			= 0.8;
		particleLife		= 7;
		particleLifeSpread	= 16;
		numParticles		= 32;
		particleSpeed		= 32;
		particleSpeedSpread	= 16;
		particleSize		= 25;
		particleSizeSpread	= 0;

		directional		= 0;
		useAirLos		= 0;
		}
	air=1;
	ground=1;
	count=1;
	}

	[dirtypoof]
	{
	class=dirt;

		[properties]
		{
			size=40;
			color=0.2, 0.1, 0.05;
			alphaFalloff=2;
			speed= r0.5 r-0.5, 2, r0.5 r-0.5;
			pos=r-100 r100, 0, r-100 r100;
		}
	ground=1;
	count=20;
	}

	[WATERPOOF]
	{
	class=CSimpleParticleSystem;

		[properties]
		{
		Texture=randdots;

		colorMap	= 1.0 1.0 1.0 0.04	0.8 0.8 1.0 0.01	0.5 0.5 0.6 0.01;

      		pos 		= 0, 5, 0;
		gravity		= 0, -0.005, 0;
	       	emitVector	= 0, 1, 0;
		emitRot		= 60;
		emitRotSpread	= 32;

		sizeGrowth	= 0.8;
		sizeMod		= 1.0;

		airdrag			= 0.8;
		particleLife		= 7;
		particleLifeSpread	= 16;
		numParticles		= 32;
		particleSpeed		= 32;
		particleSpeedSpread	= 16;
		particleSize		= 50;
		particleSizeSpread	= 0;

		directional		= 0;
		useAirLos		= 0;
		}
	water=1;
	count=1;
	}

	[watersplash]
	{
	class=dirt;

		[properties]
		{
			size=80;
			color=0.7, 0.7, 1.0;
			alphaFalloff=2;
			speed= r0.5 r-0.5, 2, r0.5 r-0.5;
			pos=r-100 r100, 0, r-100 r100;
		}
	water=1;
	count=20;
	}

	[groundflash]
   	{
      	ttl = 30;
      	flashSize = 500;
      	flashAlpha = 0.9;

      	circleGrowth = 25;
      	circleAlpha = 0.9;

      	color = 1, 0.1, 0.0;

	air=1;
     	ground=1;
      	water=1;
	}

	[pillar0]
	{
	class=heatcloud;
   	
		[properties]
      		{
		texture=redexplo;
      		heat = 15;
      		maxheat = 15;
      		heatFalloff = 1.5;

         	size = 110;
         	sizeGrowth = -11;

         	pos = 0,-100 i18, 0;
         	speed=0, 25, 0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=8;
	} 

	[pillar1]
	{
	class=heatcloud;
   	
		[properties]
      		{
		texture=redexplo;
      		heat = 15;
      		maxheat = 15;
      		heatFalloff = 2.5;

         	size = 90;
         	sizeGrowth = -11;

         	pos = 66,-100 i12, 66;
         	speed=0, 25, 0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=8;
	} 

	[pillar2]
	{
	class=heatcloud;
   	
		[properties]
      		{
		texture=redexplo;
      		heat = 15;
      		maxheat = 15;
      		heatFalloff = 2.5;

         	size = 90;
         	sizeGrowth = -11;

         	pos = -66,-100 i12, -66;
         	speed=0, 25, 0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=8;
	} 

	[pillar3]
	{
	class=heatcloud;
   	
		[properties]
      		{
		texture=redexplo;
      		heat = 15;
      		maxheat = 15;
      		heatFalloff = 2.5;

         	size = 90;
         	sizeGrowth = -11;

         	pos = 66,-100 i12, -66;
         	speed=0, 25, 0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=8;
	} 

	[pillar4]
	{
	class=heatcloud;
   	
		[properties]
      		{
		texture=redexplo;
      		heat = 15;
      		maxheat = 15;
      		heatFalloff = 2.5;

         	size = 90;
         	sizeGrowth = -11;

         	pos = -66,-100 i12, 66;
         	speed=0, 25, 0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=8;
	} 
}
steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.

CREATIVE COMMONS LICENSE
Image



You will need the explosion files listed at the top of this thread along with the image(randdots.tga) that is included with spring.
-Smoth
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

[KnoX]ElementalGizmo wrote:oooow pwitty!
Comments thread
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

Ide like to share these 2 ground flash i am currently working on. I have posted a link to a different site that also happens to contain my questions lol

http://xta.wolfgame.org/forum/viewtopic.php?p=91#91

As far as the law goes, im not fussed what u do with my work, as long as u are respectful enough to ask my permission and to include include credits i am more than happy to share my work with all ;-)

peace,
Gizmo
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

smoth wrote:(Images snipped)

Get the here
These models are old but may still be usefull to some people. So....
This link is broken and needs updating
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Guessmyname wrote:
smoth wrote:(Images snipped)

Get the here
These models are old but may still be usefull to some people. So....
This link is broken and needs updating
for the third damn time, comments go HERE!:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8702
Yayo01
Posts: 27
Joined: 22 Feb 2006, 20:34

Re: Effects files from gundam 1.1

Post by Yayo01 »

smoth wrote:Image

Image
steven (smoth) Smith, release these files into creative commons, with one condition that you tell others where you aquired them so they can also use these files. Enjoy the fx scripts and art.

CREATIVE COMMONS LICENSE
Image


-Smoth

download availble here
Ermm kinda back....Can i use this textures in a ZeroHour Mod i'm making?
Credits and url will be posted in my forum :-)
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

sure, if you have a use for them go ahead, oh, pm me a link I would love to see the project you working on!
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

How to make vehicles adjust to the terrain in a more natural way:

http://spring.clan-sy.com/phpbb/viewtopic.php?t=10730
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Morty remake!

This model was made from scratch as a redesign of the unit so people would have an acceptable free of copyright replacement.

Image Image Image
See more pictures and get the files here! Source files are included!


CREATIVE COMMONS LICENSE
Image
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Code to stop a unit from moving while firing.

Code: Select all

holdit()
{
	while(1)
	{
		IF (baiming == TRUE)
		{ 	SET MAX_SPEED to [0.0001];	}
		else
		SET MAX_SPEED to [1.0];
		
		sleep 100;
	}
}
insert into the create function like this:
Create()
{
bAiming = FALSE;

start-script holdit();
}
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Just ran across this in the source and smoth told me to post it here:

Code: Select all

//this seem to be the closest thing to floating that ta wreckage contains
        fd->floating = fdTable.GetBool("nodrawundergray", true);
        if (fd->floating && !fd->blocking) {
                fd->floating = false;
        }
In other words, set "nodrawundergray" and "blocking" both to 1 in your feature tdf and the feature will float on the water surface instead of sinking.

Could it be renamed, though? I doubt anyone's purposely using it yet, so now would be the time.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Just for reference I'd like to mention that Smoth's stop-while-aiming code can be done more easily by directly putting the MAX_SPEED stuff into the aiming function where you'd set bAiming to true or false, thus saving a COB thread.
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