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Post by wast3land on Dec 1, 2009 10:10:27 GMT 1
i try to do:
/clientoverride 1 model mynx/pm hmodel mynx/pm c1 6666
and it keeps telling me that it cant find the skins to use....
help!
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Post by auri on Dec 1, 2009 11:21:12 GMT 1
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Post by wast3land on Dec 1, 2009 22:28:49 GMT 1
thanks auri! one more question: how to do get base_weapons.fx to auto load? i have my script written, except when i start mme, it doesnt load it >.<
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Post by auri on Dec 2, 2009 2:26:58 GMT 1
I do not understand what you mean Is that file you talk about an mme standard file?
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Post by wast3land on Dec 2, 2009 3:59:29 GMT 1
no, the file allows you to do such things like change to color of the grenades/rockets smoke trail, change the model of the grenade, etc. base_weapons.fx supposedly, when you just put it in the scripts folder it should auto load on startup of mme (so when you play a demo, the rocket trail color has changed/different grenade model/etc). that doesnt happen with me T_T i put the correct code in the file, and i put the file in the correct place, but i still dont get what i want
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Post by auri on Dec 2, 2009 10:01:08 GMT 1
Ugh, I am really not into that scripting stuff. Hopefully somebody else on the forum knows an answer. I always liked Quake to look like it usually looks
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Post by gienek on Dec 2, 2009 20:00:38 GMT 1
Perhaps you have another weapons script file which loads after the one you edited. Bear in mind that mme loads them alphabetically. Rename the script like zzz-weapons.fx
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Post by wast3land on Dec 2, 2009 21:49:28 GMT 1
thats what i thought at first too, so i did that... but the same result: nothing.
maybe its a command that i must add in my autoexec? or maybe something i need to execute ingame?
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Post by auri on Dec 2, 2009 23:10:52 GMT 1
Why don't you just edit the original base_weapons.fx file? I have one in my folder scripts. I bet if I do changes there they will show up ingame.
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Post by wast3land on Dec 3, 2009 3:53:23 GMT 1
original... :S
when i installed mme there was no base_weapons.fx to be found.... lol
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Post by auri on Dec 3, 2009 10:14:41 GMT 1
Then I guess you need to install a fresh one. Anyway, put the file into /scripts
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Post by wast3land on Dec 4, 2009 4:29:28 GMT 1
ive done that...
still nothing.
im just gonna install every q3mme there ever was and upgrade from there. =/
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Post by gienek on Dec 4, 2009 18:47:37 GMT 1
I'm not sure if it hasn't already been modified but that's the only one I have for the time being. //General weapon effects //flash is a 0.25 second event after a weapon is fired //fire is a single event when weapon is fired //impact is for weapons impact on something or explode like grenades //trail is a single event for weapons without projectiles or a constant event when projectile is in motion //projectile is for rendering the specific projectile
//Bubbles in the water //input origin weapon/common/bubbles { shader waterbubble distance 5+rand*10 { size 1 + rand * 2 random dir addScale origin dir origin 10 * rand emitter 1+rand*0.25 { alphaFade 0 origin2 origin2 + lerp * 8 Sprite } } }
weapon/rocket/flash { color 1 0.75 0 size 300 + rand*32 light }
weapon/rocket/projectile { //Render the rocket model "models/ammo/rocket/rocket.md3" dirModel //Sound generated by the flying rocket loopSound "sound/weapons/rocket/rockfly.wav" }
weapon/rocket/trail { // Set the base yellow color color 1 0.75 0
size 200 Light
//The standard smoke puff trail thing color 1 1 1 alpha 0.33 shader smokePuff rotate 360 * rand distance 45 { emitter 2 { alphaFade 0 size 8 + lerp * 40 sprite cullNear } } }
weapon/rocket/impact { vibrate 70 sound sound/weapons/rocket/rocklx1a.wav //Mark on the wall, using direction from parent shader gfx/damage/burn_med_mrk size 64 Decal // Animating sprite of the explosion shader rocketExplosion size 40 //Will be the light colour color 1 0.75 0 emitter 1 { Sprite //size will goto zero after 0.5 of the time size 300 * clip(2 - 2*lerp) Light } }
weapon/bfg/flash { color 1 0.7 1 size 300 + rand*32 light }
weapon/bfg/projectile { //ze model model models/weaphits/bfg.md3 dirModel //ze flight sound loopSound "sound/weapons/rocket/rockfly.wav" }
weapon/bfg/trail {
}
weapon/bfg/impact { vibrate 100 sound sound/weapons/rocket/rocklx1a.wav //Mark on the wall shader gfx/damage/burn_med_mrk size 32 decal
// Animating sprite of the explosion shader bfgExplosion size 40 emitter 0.6 { sprite } }
weapon/grenade/flash { color 1 0.7 0 size 300 + rand*32 light }
weapon/grenade/projectile { //Render the grenade model model "models/ammo/grenade1.md3" anglesModel }
weapon/grenade/trail { //The standard smoke puff trail thing alpha 0.33 shader smokePuff angle 360 * rand //Emit a sprite every 50 milliseconds interval 0.05 { emitter 0.700 { alphaFade 0 size 8 + lerp * 32 sprite cullNear } } }
weapon/grenade/impact { vibrate 70 sound sound/weapons/rocket/rocklx1a.wav //Mark on the wall, using direction from parent shader gfx/damage/burn_med_mrk size 64 Decal // Animating sprite of the explosion shader grenadeExplosion size 40 //Will be the light colour color 1 0.75 0 emitter 0.6 { Sprite //size will goto zero after 0.5 of the time size 300 * clip(2 - 2*lerp) Light } }
weapon/plasma/flash { color 0.6 0.6 1 size 300 + rand*32 light }
weapon/plasma/projectile { //The sprite for the plasma size 16 shader sprites/plasma1 sprite //Plasma flying sound loopSound "sound/weapons/plasma/lasfly.wav" }
weapon/plasma/trail {
}
weapon/plasma/impact { vibrate 10 sound sound/weapons/plasma/plasmx1a.wav
shader plasmaExplosion model models/weaphits/ring02.md3 //Show the ring impact model on a random rotation around it's direction rotate rand*360 emitter 0.6 { dirModel } size 24 shader gfx/damage/plasma_mrk Decal energy }
weapon/rail/flash { color 1 0.6 0 size 300 + rand*32 light }
weapon/rail/impact { vibrate 50 sound sound/weapons/plasma/plasmx1a.wav
//The white expanding impact disc rotate rand*360 shader railExplosion model models/weaphits/ring02.md3 emitter 0.6 { dirModel } //Plasma style impact mark size 24 shader gfx/damage/plasma_mrk Decal energy }
weapon/rail/trail { //Color1 gets set before calling //The beam size r_railCoreWidth*0.5 shader railCore emitter cg_railTrailTime * 0.001 { colorFade 0 Beam } shader railDisc //color2 is stored in the parent input structure, retrieve it like this pushparent color2 pop color if cg_oldrail { //Do the rail rings size r_railWidth*0.5 //Rings take their stepsize from the width variable width r_railSegmentLength emitter cg_railTrailTime * 0.001 { colorFade 0.1 Rings } } else { //Do a spiral around the rail direction //Get length in t0 t0 dir normalize dir //Create a perpendicular vector to the beam perpendicular dir v0 //Radius around center scale v0 v0 5 size 1.1 //Set the rotate around angle to start value t1 rand*360 //Go through length of beam in repeat steps repeat ( t0 / 5 ) { rotatearound v0 dir v1 t1 //Slightly increase beyond regular 10 it so they don't all line up t1 t1 + 10.1 addScale v1 dir origin loop * t0 add parentOrigin origin origin emitter 0.6 + loop * t1 * 0.0005 { //5 radius + 6 addScale origin v1 origin lerp * 1.2 colorFade 0.7 Sprite } } } }
weapon/shotgun/flash { color 1 1 0 size 300 + rand*32 light }
weapon/shotgun/impact { vibrate 1 //Bullet mark on the wall, shotgun ones are smaller shader gfx/damage/bullet_mrk size 4 Decal //explosion cone with animating shader size 1 shader bulletExplosion model models/weaphits/bullet.md3 rotate rand*360 emitter 0.6 { dirModel }
//a single sprite shooting up from impact surface wobble dir velocity 10 + rand*30 scale velocity velocity 200 + rand*50 size 1 + rand*0.5 shader flareShader alpha 0.8 color 1 0.6 0.3 emitter 0.6 + rand*0.3 { moveGravity 200 colorFade 0.6 Sprite } }
weapon/shotgun/trail { //Yep empty and not called }
weapon/machinegun/impact { soundList { sound/weapons/machinegun/ric1.wav sound/weapons/machinegun/ric2.wav sound/weapons/machinegun/ric3.wav } //Bullet mark on the wall shader gfx/damage/bullet_mrk size 8 decal //explosion cone with animating shader size 1 shader bulletExplosion model "models/weaphits/bullet.md3" rotate rand*360 emitter 0.6 { dirModel }
//a single sprite shooting up from impact surface wobble dir velocity 10 + rand*30 scale velocity velocity 200 + rand*50 size 2 + rand shader flareShader alpha 0.8 color 1 0.75 0.6 emitter "0.6 + rand*0.3" { moveGravity 200 colorFade 0.6 Sprite } }
weapon/machinegun/trail { //Empty }
weapon/lightning/flash { color 0.6 0.6 1 size 300 + rand*32 light }
weapon/lightning/impact { //random impact sound soundList { sound/weapons/lightning/lg_hit.wav sound/weapons/lightning/lg_hit2.wav sound/weapons/lightning/lg_hit3.wav } //Hole mark shader decal shader gfx/damage/hole_lg_mrk size 12 decal //a single sprite shooting up from impact surface shader flareShader alpha 0.8 color 0.3 0.3 0.9 repeat 3 { wobble dir velocity 10 + rand*20 scale velocity velocity 200 + rand*50 size 2 + rand emitter "0.6 + rand*0.3" { moveGravity 300 colorFade 0.7 Sprite } } }
weapon/gauntlet/flash { color 0.6 0.6 1 size 300 + rand*32 light }
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Post by wast3land on Dec 5, 2009 20:48:29 GMT 1
ugh.................................... so i put all that in a file called base_weapons.fx and put it in the directory C:\Program Files\Quake 3\mme\scripts and...... IT STILL DOESNT WORK. T_T i remaned it to zzz-wast3lanD.fx and...... IT STILL DOESNT WORK. T_T so i reinstalled and..... IT STILL DOESNT WORK T_T WTF?
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Post by auri on Dec 6, 2009 0:10:26 GMT 1
If you get a hold of him, ask foksieloy. He also is a forum moderator here but I never see him online. Contact him some way you can, he wrote lots of scripts. I cannot help you with that, sorry for your effort
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Post by wast3land on Dec 7, 2009 4:06:48 GMT 1
rofl you know what the problem was? i didnt have the beta installed ROFL. sorry for all the drama ((( i feel like such a noob rofl -.-
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Post by auri on Dec 7, 2009 12:04:56 GMT 1
You had mme 1.52 installed instead? Way to go!
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