Page 1 of 1

A mod I made...

Posted: Sun Nov 06, 2011 5:56 am
by Unknown-D
I recently created a throwing knife mod of sorts, though I'm not exactly so sure if anyone has made one before or not. It's still a WIP, but I think it turned out pretty ok.
http://www.youtube.com/watch?v=hLgfGASBYrw
And yes indeed, I kind of got the idea from Call of Duty Modern Warfare 2.
Does anyone know how to get rid of the smoke from the knife itself? It always seems to be there(because this is a modded frag grenade), and all of my attempts to null it out don't seem to work.

Re: A mod I made...

Posted: Sun Nov 06, 2011 1:49 pm
by Sparky
Look within the effe tags.

Re: A mod I made...

Posted: Sun Nov 06, 2011 6:51 pm
by Unknown-D
Sparky wrote:Look within the effe tags.
I nulled out most of the effe tags at the top, though it still seems to be there. Is there a specific name for that particular tag(s) I'm suppose to null out?

Re: A mod I made...

Posted: Sun Nov 06, 2011 7:35 pm
by Mgalekgolo
My post was deleted? I think its
Proj
null weapons\frag nade\effects\explosion and smoke. then try the ligh. Now try the equipment. Go to frag nade and null the explosion effect.

Re: A mod I made...

Posted: Sun Nov 06, 2011 9:20 pm
by Unknown-D
Mgalekgolo wrote:My post was deleted? I think its
Proj
null weapons\frag nade\effects\explosion and smoke. then try the ligh. Now try the equipment. Go to frag nade and null the explosion effect.
Gah, I tried it. Still doesn't work for me. Man, I suck at this.

Re: A mod I made...

Posted: Sun Nov 06, 2011 9:38 pm
by TaxiService
What do you mean most of the effects? The effects you've got to null are the ones with "rocket launcher" in their name. (the effect in the video looks like an impact effe to me)

Re: A mod I made...

Posted: Sun Nov 06, 2011 10:13 pm
by Unknown-D
TaxiService wrote:What do you mean most of the effects? The effects you've got to null are the ones with "rocket launcher" in their name. (the effect in the video looks like an impact effe to me)
Holy fuc*. It worked! Thanks dude!

Re: A mod I made...

Posted: Mon Nov 07, 2011 12:49 pm
by TaxiService
Unknown-D wrote:Holy fucsterisk. It worked! Thanks dude!
Hehehe I am glad I could be useful!



EDIT: PS: Actually, here is a little piece of information about how explosions work in Halo!

The effects attached to an exploding projectile are two: the explosion effect and the impact effect.
When an explosive projective hits some material, it generates both effects. The former effe (called explosion) is the actual explosion and is shared by all the materials; while the latter effe (that I call impact) is material specific and generates particles related to the hit material.

So, like, the explosion looks always the same, but when hitting dirt it also generates dirt particles, when hitting glass it also generates glass shards, and so on.

Ergo: to fully null out an explosion you need to null both the explosion and the material response effects! Easy as a pizza!

Re: A mod I made...

Posted: Mon Nov 07, 2011 5:02 pm
by Unknown-D
TaxiService wrote:
Unknown-D wrote:Holy fucsterisk. It worked! Thanks dude!
Hehehe I am glad I could be useful!



EDIT: PS: Actually, here is a little piece of information about how explosions work in Halo!

The effects attached to an exploding projectile are two: the explosion effect and the impact effect.
When an explosive projective hits some material, it generates both effects. The former effe (called explosion) is the actual explosion and is shared by all the materials; while the latter effe (that I call impact) is material specific and generates particles related to the hit material.

So, like, the explosion looks always the same, but when hitting dirt it also generates dirt particles, when hitting glass it also generates glass shards, and so on.

Ergo: to fully null out an explosion you need to null both the explosion and the material response effects! Easy as a pizza!
Woah, now that's what I call useful information. I will keep that in mind in future. :D