Talk:Env flare: Difference between revisions
(How to make a flare replacement for CS:S) |
No edit summary |
||
(5 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
== How to make a flare replacement for CS:S == | == How to make a flare replacement for CS:S == | ||
Line 35: | Line 33: | ||
First position the flare however you like (laying on the floor somewhere), now center the; light, env_sprite and | |||
env_particlelight as close as possible to one end of the "Prop static". Then center your Env_steam over the flare with minimal | |||
ground clearance. Now just group everything together and you should have a decent replacement for an Env_Flare =]! | |||
[[User:Fiercefighter|68CAL]] 22:11, 11 Dec 2007 (PST) | [[User:Fiercefighter|68CAL]] 22:11, 11 Dec 2007 (PST) | ||
Comment by SM Sith Lord: | |||
Thank you *very* much for this CSS replacement to the env_flare entity. I couldn't find any tutorials on how to represent a flare in CSS. Google didn't even turn up this tutorial. I just took a chance and went into the Discussion tab for env_flare. You should post this on FPSBanana, or other tutorial sites. | |||
---- | |||
Possibly old news, but this: ''"This entity is derived from CBaseCombatCharacter and can have relationships defined towards it"'' means that flares cannot penetrate [[Tool_textures| npc_clips]].--[[User:Fitzroy doll|Fitzroy doll]] 05:11, 20 Nov 2008 (PST) | |||
--- | |||
Does anyone know what entity is required to make the flares seen in Episode 1, the ones wich you can pick up and use as a light source and that set zombies on fire? --[[User:The Blazer|The Blazer]] 04:11, 8 January 2012 (PST) | |||
Use a env_flare and parent it to the model, then make a output on the model "OnPhysgunPickup" and start the flare. | |||
--[[User:Dmx6|Dmx6]] 05:46, 8 January 2012 (PST) |
Latest revision as of 06:46, 8 January 2012
How to make a flare replacement for CS:S
You will need a few entities:
- Light
- change the brightness to "255 0 0 150"
- Env_sprite
- Render mode= "World space glow" - FX Colour= "255 210 210" - Size of glow proxy geometry= 1
- Env_Particlelight
- Colour= "255 0 0" - Intensity= "1000"
- Env_Steam
- Name= "Steam1" - Change the angles to "Up" - Initial state= "On" - Spread speed= "2.5" - Speed= "22" - Particle size start= "1" - Particle end size= "3" - Emission rate= "26" - Length of steam jet= "25" - Translucency= "140" -
- Prop Static
- World model= "models/weapons/flare.mdl"
First position the flare however you like (laying on the floor somewhere), now center the; light, env_sprite and env_particlelight as close as possible to one end of the "Prop static". Then center your Env_steam over the flare with minimal ground clearance. Now just group everything together and you should have a decent replacement for an Env_Flare =]!
68CAL 22:11, 11 Dec 2007 (PST)
Comment by SM Sith Lord: Thank you *very* much for this CSS replacement to the env_flare entity. I couldn't find any tutorials on how to represent a flare in CSS. Google didn't even turn up this tutorial. I just took a chance and went into the Discussion tab for env_flare. You should post this on FPSBanana, or other tutorial sites.
Possibly old news, but this: "This entity is derived from CBaseCombatCharacter and can have relationships defined towards it" means that flares cannot penetrate npc_clips.--Fitzroy doll 05:11, 20 Nov 2008 (PST)
---
Does anyone know what entity is required to make the flares seen in Episode 1, the ones wich you can pick up and use as a light source and that set zombies on fire? --The Blazer 04:11, 8 January 2012 (PST)
Use a env_flare and parent it to the model, then make a output on the model "OnPhysgunPickup" and start the flare. --Dmx6 05:46, 8 January 2012 (PST)