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Resource thread.

Posted: 23 Dec 2006, 02:33
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

Effects files from gundam 1.1

Posted: 23 Dec 2006, 02:37
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

Kampfer run animation with dust particle poof

Posted: 23 Dec 2006, 02:46
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

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

Posted: 23 Dec 2006, 03:26
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

Posted: 23 Dec 2006, 03:33
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

Posted: 31 Dec 2006, 20:12
by Tobi
Split the topic.

Comments should now go here.

Posted: 12 Jan 2007, 05:23
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

Posted: 12 Jan 2007, 22:12
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

Posted: 12 Jan 2007, 22:15
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

Posted: 18 Jan 2007, 17:12
by tombom
[KnoX]ElementalGizmo wrote:oooow pwitty!
Comments thread

Posted: 21 Jan 2007, 20:00
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

Posted: 04 Feb 2007, 18:09
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

Posted: 04 Feb 2007, 20:50
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

Re: Effects files from gundam 1.1

Posted: 23 Apr 2007, 23:20
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 :-)

Posted: 23 Apr 2007, 23:25
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!

Posted: 13 Jun 2007, 15:25
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

Posted: 25 Jun 2007, 04:59
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

Posted: 01 Aug 2007, 16:33
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();
}

Posted: 05 Sep 2007, 03:26
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.

Posted: 05 Sep 2007, 10:26
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.