PosGuy
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Post by PosGuy on Mar 28, 2023 1:17:27 GMT 1
Hi guys! I've spent a lot of time finding anything on this topic, but no results. This forum is still alive so I would like to know how this text is made in the game. ( attached below) source: www.youtube.com/watch?v=KL0TWPmezrY
Is this a montage in AE/ VEGAS? Or FX script? I will be very grateful for some more tips on scripts :>
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Post by KittenIgnition on Mar 28, 2023 13:13:47 GMT 1
This is done via fx. It's just some simple text sprites.
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PosGuy
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quaking
Posts: 3
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Post by PosGuy on Mar 28, 2023 13:41:53 GMT 1
This is done via fx. It's just some simple text sprites. Thanks! but what should it actually look like? I'm sure that I would have a lot of problems with scaling at least Difficult to understand scripts, although I quickly figured out everything else
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PosGuy
Visitor
quaking
Posts: 3
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Post by PosGuy on Mar 31, 2023 21:10:24 GMT 1
This is done via fx. It's just some simple text sprites. Thanks! but what should it actually look like? I'm sure that I would have a lot of problems with scaling at least Difficult to understand scripts, although I quickly figured out everything else Оkay, through trial and error, I finally figured out what my problem was. I wrote the XYZ coordinates into one parameter
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Post by KittenIgnition on Apr 2, 2023 22:18:40 GMT 1
here's an example of one of the fx renk made while he was working on that movie.
//Some general fx script you could use in the effects editor when really bored /* plyrfx1 { interval 1 { origin0 -61450 origin1 1500 origin2 300 t1 crand t2 crand t3 crand emitter 11 { origin0 origin0 + t1/(0.05+lerp*lerp) origin1 origin1 + t2/(0.05+lerp*lerp) origin2 origin2 + t3/(0.005+lerp*lerp) shader text_e model data/plane.md3 yaw 180/lerp pitch 0 roll 90/lerp color 1 0 0 size 1 anglesModel size 0 quad } t1 crand t2 crand t3 crand emitter 11 { origin0 origin0 -25 + t1/(0.05+lerp*lerp) origin1 origin1 + t2/(0.05+lerp*lerp) origin2 origin2 + t3/(0.005+lerp*lerp) shader text_d model data/plane.md3 yaw 180 pitch 0 roll 90/lerp color 0 1 0 size 1 anglesModel size 0 quad } emitter 1 { origin0 origin0 -50 + t1/(0.05+lerp*lerp) origin1 origin1 + t2/(0.05+lerp*lerp) origin2 origin2 + t3/(0.005+lerp*lerp) shader text_g model data/plane.md3 yaw 180 pitch 0 roll lerp*360 color 0 0 1 size 1 anglesModel size 0 quad } origin0 -61525 origin1 1500 origin2 300 emitter 1.3 { shader text_e model data/plane.md3 yaw 180 pitch 0 roll lerp*360 color 1 1 1 size 1 anglesModel size 0 quad } } }
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