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2DFX Documentation


Tut

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I felt guilty for not leaving proper documentation on 2DFX in my recent user-guide. So I brought in some bonus! I apologise for the occasional seagulls, should've shot them down :2gunfire:

This demonstrates what's currently possible through Dexx SA Tools (Maxscript) and Goldfish's edition of Kam's scripts 2018 (Maxscript). No MTA scripting required.

Wiki link: https://wiki.multitheftauto.com/wiki/User:Tut (under construction...)

Dexx SA Tools (Particle generation)

Video:

 

Quote

TIMESTAMPS

0:00 blood_heli
0:02 boat_prop
0:07 camflash
0:09 carwashspray
0:17 cement
0:22 cigarette_smoke
0:28 cloudfast
0:38 coke_puff
0:41 coke_trail
0:47 exhale
0:53 explosion_barrel
0:55 explosion_crate
0:58 explosion_door
1:01 explosion_fuel_car
1:04 explosion_large
1:09 explosion_medium
1:12 explosion_molotov
1:16 explosion_small
1:20 explosion_tiny
1:23 extinguisher
1:29 fire
1:35 fire_bike
1:40 fire_car
1:46 fire_large
1:52 fire_med
1:57 Flame
2:03 flamethrower
2:11 gunsmoke
2:13 heli_dust
2:23 insects
2:31 jetpack
2:36 jetthrust
2:40 molotov_flame
2:45 nitro
2:50 overheat_car
2:55 overheat_electric
3:00 petrolcan
3:06 prt_blood
3:11 prt_boatsplash
3:15 prt_bubble
3:19 prt_cardebris
3:23 prt_collisionsmoke
3:30 prt_glass
3:34 prt_gunshell
3:39 prt_sand
3:46 prt_sand2
3:51 prt_smoke_huge
4:07 prt_smokeII_3_expand
4:22 prt_spark
4:28 prt_spark_2
4:34 prt_splash
4:40 prt_wake
4:43 prt_watersplash
4:49 prt_wheeldirt
4:54 puke
4:57 riot_smoke
5:06 shootlight
5:09 smoke_flare
5:24 smoke30lit
5:36 smoke30m
5:47 smoke50lit
5:58 spraycan
6:05 tank_fire
6:09 teargas
6:15 teargasAD
6:25 tree_hit_fir
6:28 tree_hit_palm
6:31 vent
6:39 vent2
6:48 wallbust
6:51 water_fnt_tme
6:58 water_fountain
7:05 water_hydrant
7:17 water_ripples
7:24 water_speed
7:27 water_splash
7:29 water_splash_big
7:32 water_splsh_sml
7:34 water_swim
7:36 waterfall_end
7:43 ws_factorysmoke

 

 

Goldfish script (Light generation)

Video:

Quote

TIMESTAMPS

0:00 (Flare type) 1
0:05 (Flare type) 2
0:11 (Show mode) L_ANIM_SPD_1X
0:18 (Show mode) L_ANIM_SPD_2X
0:24 (Show mode) L_ANIM_SPD_4X
0:29 (Show mode) RANDOM_FLASHING (not recorded properly; forgot the flashes. the way this is animated is it displays fine for about 6 seconds, then it blinks incredibly quickly around 10 times and then back to regular display, over and over)
0:34 (Type) bloodpool_64
0:40 (Type) carfx1
0:44 (Type) cloud1
0:50 (Type) cloudhigh
0:55 (Type) cloudmasked
1:00 (Type) coronaheadlightline
1:04 (Type) coronamoon
1:09 (Type) coronareflect
1:13 (Type) coronaringb
1:19 (Type) coronastar blue
1:25 (Type) coronastar green
1:32 (Type) coronastar red
1:38 (Type) finishFlag
1:43 (Type) handman
1:47 (Type) headlight
1:51 (Type) headlight1
1:56 (Type) lamp_shad_64
2:00 (Type) lockon
2:05 (Type) lockonFire
2:10 (Type) particleskid
2:15 (Type) roadsignfont
2:20 (Type) seabd32
2:24 (Type) target256
2:29 (Type) txgrassbig0
2:34 (Type) txgrassbig1
2:39 (Type) waterclear256
2:45 (Type) waterwake
2:50 (Type) wincrack_32

Please note.
Flare type = the reflection of the light, look at the sun in-game for reference
Show mode = the speed in which the light blinks, or special animation for use with traffic lights and train crossing signals
Type = the name of the image used for the light, e.g coronalight or coronamoon.

a big thanks to NanoBob for giving me access to his camera script :love4: 

Edited by Tut
added link to wiki
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The problem is that this kind of stuff doesnt allow to pass parameters to the effects, just like createEffect is missing parameters. At least with createEffect you can control the draw distance. Thats why i created a simple map editor helper script that allows to place/move/edit these effects in the map editor with all their properties.

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