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737602d082
still need to fix it up and add missing pages
162 lines
7.5 KiB
PHP
162 lines
7.5 KiB
PHP
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN">
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<HTML>
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<HEAD>
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<TITLE>id.sdk [FX]</title>
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<LINK REL="stylesheet" HREF="style.css">
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</HEAD>
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<BODY marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
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<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
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<tr>
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<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
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<td style="background: url(images/tile.gif)">
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<table border=0 cellpadding=0 cellspacing=0 width=600>
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<tr>
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<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
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<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
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</tr>
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<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : FX</td></tr>
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<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
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</table>
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</td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
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<tr>
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<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
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</tr>
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<tr>
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<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
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<div class="leftMenu">
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<script src="menu.js"></script>
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</div>
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</td>
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<td class="mainContent">
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<p>
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FX decls, are relatively easy to write by hand. The hard part about fx
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files is trying to explain just what they are and how they are used. The simple
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way to think of them is as particle spawners (which is why they are listed under
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particles), but they can actually do quite a bit more. Robert originaly wrote
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the FX system because he needed a way to easily sequence special effects, mostly
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for the 'spawn in' effect. There is nothing that you can do with the FX system
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that can't be done some other way, but FX decls tend to execute faster, and tend
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to be easier to create.
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<p>
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An FX decl is made up of one or more FX Actions. The different types of FX Actions are:
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<ul>
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<li>Spawn or modify a Light
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<li>Spawn a particle, model, or entity
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<li>Start a sound
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<li>Drop a decal
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<li>Shake the Player
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<li>Launch a projectile
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</ul>
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When an effect starts, it will start all the FX actions after the specified delay. So
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you could spawn a blue particle immediately, start a sound after half a second,
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spawn a light after a second, spawn some more particles after 3 seconds, and fade
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out the light after 4 seconds. Which is exactly what this file does:
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<pre class="code">
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fx fx/example {
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{
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delay 0
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duration 1.0
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particle "blue.prt"
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}
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{
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delay 0.5
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restart 0
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duration 1.0
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sound "randomsound"
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}
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{
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delay 1.0
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restart 0
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duration 5.0
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name "somelight"
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light "lights/somelight", 2, 2, 2, 500
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fadeIn 1
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}
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{
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delay 3.0
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restart 0
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duration 0.1
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particle "someparticle.prt"
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}
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{
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delay 4.0
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restart 0
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duration 5.0
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useLight "somelight"
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fadeOut 1
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}
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}
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</pre>
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<p>
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All effects are attached to an entity, so anything it creates (lights, particles,
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sounds, etc) start at the origin of the entity (plus whatever offset is defined).
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It's is possible to instead attach the effect to a particular joint with the
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"bindto" keyword. This should be in the "global" section outside any FX actions.
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See "skulltrail.fx" for an example.
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<p>
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The most complicated set of effects are the ones that happen when a monster spawns
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in. That complex sequence with the lightning and sounds and lights is all done
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with fx declarations. The code simply says "create a spawn effect here." The
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specific fx that it uses is in the entityDef for the monster, and the code to
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spawn it is in monster_base.script, somewhere around line 480.
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<p>
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<b>FX decl keywords</b>
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<table class="datatable">
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<tr><td>name <string></td><td>The name of this action</td>
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<tr><td>delay <time></td><td>How long (in seconds) after starting the effect before this action happens</td>
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<tr><td>shake <time> <amplitude> <distance> <falloff> <impulse></td><td>Shake the player around a bit. Take a look at hkwalk.fx for a good example of this.</td>
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<tr><td>ignoreMaster</td><td>Don't shake the entity this effect is attached to</td>
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<tr><td>random <min>, <max></td><td>A random time added to the delay.</td>
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<tr><td>fire <sibling></td><td>Causes the sibling action to happen when this action does. This is a way of synching two random actions. See smallsparks.fx</td>
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<tr><td>duration <time></td><td>How long the action lasts before it is killed or restarted</td>
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<tr><td>restart <bool></td><td>Set to 1 if the action starts again after the 'duration' has run out</td>
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<tr><td>fadeIn <time></td><td>Fade in the RGB of the light or model over <time> seconds</td>
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<tr><td>fadeOut <time></td><td>Fade out the light/model. Ignored if fadeIn is set, you can use 2 seperate actions (tied together with uselight) if you want a light to fade in and out.</td>
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<tr><td>offset <x>, <y>, <z></td><td>Offset from the origin of the entity (or bind point) this action is located at</td>
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<tr><td>axis <x>, <y>, <z></td><td>Axis of the model, mutually exclusive with angle</td>
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<tr><td>angle <pitch>, <yaw>, <roll></td><td>Alternate way of setting the axis of the model</td>
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<tr><td>rotate <angle></td><td>Not used</td>
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<tr><td>light <material>, <red>, <green>, <blue>, <radius></td><td>Create a light</td>
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<tr><td>noshadows</td><td>The light in this effect doesn't cast shadows</td>
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<tr><td>attachlight <light></td><td>Attach to external light (a light not defined in the effect) for fading. This is what causes all the lights to fade in/out in alphalabs 2</td>
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<tr><td>attachentity <entity></td><td>Attach to an external entity. Not actually used in Doom 3</td>
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<tr><td>launch <entity></td><td>Launches a projectile. Not actually used in Doom 3, but I suppose it could be used to create a neat mario jumping lava effect.</td>
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<tr><td>uselight <sibling></td><td>Modify the light values in a sibling action. Can be used to fade out a light that faded in earlier.</td>
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<tr><td>useModel <model></td><td>Modify the model in a sibling action. Can be used to fade out a particle in a sibling.</td>
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<tr><td>model <model></td><td>Creates (or fades in) a model</td>
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<tr><td>particle <model></td><td>Same as model</td>
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<tr><td>decal <material></td><td>Applies the specified decal to the ground (and anything else in the area)</td>
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<tr><td>size <int></td><td>Size of the decal</td>
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<tr><td>trackorigin <bool></td><td>Move around with the entity (vs stationary after spawning)</td>
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<tr><td>particleTrackVelocity</td><td>Not used</td>
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<tr><td>sound <sndshader></td><td>Start a sound (on any channel)</td>
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</table>
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<br>
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</td>
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</tr>
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<tr>
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<td colspan=2 bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 width=770>
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<tr>
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<td align=left class="legalese">Copyright © 2004 <a href="http://www.idsoftware.com">id software</a></td>
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</tr>
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</table>
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</body>
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</html>
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