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  1. #1
    HellSniper's Avatar Mad Scientist

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    Since i hate the old video i had made like almost a decade ago or so (lol) i decided to make a new video and improve on the things i didnt like about my old video.

    I tried to be concise and dont ramble too much but i ended up with a 30 minute video anyways, i go over the basics in this video.
    Supplementary explanations and going further into details below the video.



    Full list of material name pre and subfixes:
    Code:
    GUNZ MATERIAL NAME SUBFIXES
    
    _mt_con		concrete	footstep sound and bullet hit sound
    _mt_drt		dirt		footstep sound and bullet hit sound
    _mt_gls		glas		bullet hit sound only
    _mt_met		metal		footstep sound and bullet hit sound
    _mt_pnt		plant		footstep sound only
    _mt_snd		sand		footstep sound and bullet hit sound
    _mt_snw		snow		footstep sound only
    _mt_wod		wood		footstep sound and bullet hit sound
    _mt_wat		water		footstep sound and bullet hit sound
    _mt_fsh		unknown		bullet hit sound only
    _mt_clo		cloth		missing sound file and definition
    				still referenced in town for example
    -----------------------------------------------------------------------
    GUNZ MATERIAL NAME PREFIX
    
    at_	adds <ALPHATEST/> for transparent materials for depth sorting
    -----------------------------------------------------------------------
    FGUNZ SPECIAL MATERIAL NAME PREFIXES:
    
    fmove_#_#_#_#_#_	move player in defined direction
    felement_#_#_#_#_	hit player with defined element damage and duration
    fjump_#_#_		force player up/to jump
    fspeed_#_#_		change player walk speed
    	(reference dedicated thread for values)
    Full list of object name prefixes:
    Code:
    MESH OBJECT NAME PREFIXES:
    
    pass_				object excluded from collision generation blocks bullets rockets and items
    passb_				object included in collision generation but lets bullets pass the surface
    passr_				object included in collision generation but lets rockets and items pass the surface
    hide_				object is hidden from vision/rendering but is included in collision generation
    hnav_				object (flat plane) is used for generating AI pathfinding (quest)
    obj_				object gets exported as an .ELU map model on export
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    RECTANGLE SPLINE OBJECT NAME PREFIXES:
    
    partition_			culling used for optimizing map rendering, useful for big maps
    wall_				culling used for additional optimizing of map rendering
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    DUMMY OBJECT NAME PREFIXES:
    
    spawn_solo_10#			deathmatch player spawn location, always starts at 101 counting up, player spawns facing in the direction of the Y axis of the dummy
    spawn_team1_10#			red team player spawn location, always starts at 101 counting up, player spawns facing in the direction of the Y axis of the dummy
    spawn_team2_10#			blue team player spawn location, always starts at 101 counting up, player spawns facing in the direction of the Y axis of the dummy
    
    spawn_item_solo_hp0#		deathmatch hp pickup spawn location, replace # with 1-3 1 small, 2 medium, 3 large hp heal
    spawn_item_solo_ap0#		deathmatch ap pickup spawn location, replace # with 1-3 1 small, 2 medium, 3 large ap heal
    spawn_item_solo_bullet0#	deathmatch ammo pickup spawn location, replace # with 1-3 1 small, 2 medium, 3 large ammo restore
    
    spawn_item_team_hp0#		team deathmatch variant, refer to solo description
    spawn_item_team_ap0#		team deathmatch variant, refer to solo description
    spawn_item_team_bullet0#	team deathmatch variant, refer to solo description
    
    spawn_npc_melee_0#		melee mob spawn location for quest, starts at 01 counting up
    spawn_npc_range_0#		ranged mob spawn location for quest, starts at 01 counting up
    spawn_npc_boss_0#		boss mob spawn location for quest, starts at 01 counting up
    link0#				next map portal location for quest, starts at 01 counting up
    
    snd_amb_			sound effect source / location
    smk_ss_				smoke effect origin location, object properties for values
    wait_pos_0#			camera wait location till match starts, starts with 01 counting up
    sun_				used to place the "suns" lens flare location
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    MAP OBJECT ADDITIONAL PREFIXES (placed after the initial "obj_" prefix)
    
    flag_				enables soft body / cloth physics on object, reference object properties for values
    water_				enables reflective rendering and applies a water animation as well as playing a water splash animation when being shot
    sea_				plays a water splash animation when being shot
    algn0_				makes the object always face the camera
    algn1_				makes the object always face the camera locked on the objects Z axis
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    OMNI LIGHT PREFIX
    
    obj_				omni lights with the "obj_" prefix will be used for dynamic lighting of the player
    Full list of object properties
    Code:
    MESH OBJECT PROPERTIES FOR CLOTH (flags, curtains etc)
    
    base attributes			| example
    --------------------------------|--------------------------------
    direction=0 to 360		| direction=90
    power=0 to ?			| power=20
    type=1				| type=1
    delay=milliseconds		| delay=500
    -----------------------------------------------------------------
    DUMMY OBJECT PROPERTIES FOR SMOKE
    
    base attributes			| example
    --------------------------------|--------------------------------
    direction=0 to 360		| direction=180
    power=0 to ?			| power=10
    delay=milliseconds		| delay=500
    size=1 to ?			| size=10
    life=0.1 to ?.?			| life=2.0
    togglemintime=0.1 to ?.?	| togglemintime=5.0
    color=r,g,b			| color=0,255,0
    -----------------------------------------------------------------
    DUMMY OBJECT PROPERTIES FOR SOUND EFFECTS, 2 VARIANTS
    
    base attributes			| example
    --------------------------------|--------------------------------
    type=a0				| type=a0
    min_point=x,y,z			| min_point=-1000,-1000,-1000
    max_point=x,y,z			| max_point=1000,1000,1000
    file=soundeffect filename	| file=amb_fireplace
    --------------------------------|--------------------------------
    type=b1				| type=b1
    r=units				| r=500
    file=soundeffect filename	| file=amb_factory2
    -----------------------------------------------------------------
    		WIND DIRECTION ORIENTATION
    
    		0	degree = positive world y axis
    		90	degree = positive world x axis
    		180	degree = negative world y axis
    		270	degree = negative world x axis
    -----------------------------------------------------------------
    		BASE SOUND EFFECTS
    
    		amb_chain		amb_dropwater
    		amb_dropwater_2d	amb_engine
    		amb_factory2		amb_fan
    		amb_fireplace		amb_firesource
    		amb_flapping		amb_generator
    		amb_geyser_2d		amb_shore_2d
    		amb_steam2		amb_wind_hole_2d
    As stated in the video if there are any questions, problems or uncertainties feel free to post them here or dm on discord i suppose.

    Edit; added list of base sound effects.
    Last edited by HellSniper; 02-01-2024 at 06:07 PM.

  2. The following 11 users say thank you to HellSniper for this useful post:

    Amamin (01-31-2024), Bio (01-31-2024), Bunny (02-01-2024), Cid (02-04-2024), CyTaka (02-01-2024), justRelax (02-01-2024), Menotso (01-31-2024), Ommadawn (01-31-2024), StephanM (02-01-2024), TownZ (01-31-2024), waLu (01-31-2024)

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