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Old 11-20-2009, 06:30 PM   #1
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Rocket Flare


http://www.ozfortress.com/media/cust..._potw_16_Flare

is it possible to have a rocket flare like this in FF?

Last edited by Elmo; 01-09-2010 at 07:07 AM. Reason: changed to request prefix
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Old 11-20-2009, 10:12 PM   #2
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As of right now, not really. Eventually, we'd like to put some sort of rocketflare customization in Fortress Options.

There is this, though: http://forums.fortress-forever.com/s...ad.php?t=19217

Related thread: http://forums.fortress-forever.com/s...ad.php?t=19117
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Old 11-20-2009, 10:41 PM   #3
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Quote:
Originally Posted by squeek. View Post
As of right now, not really. Eventually, we'd like to put some sort of rocketflare customization in Fortress Options.

There is this, though: http://forums.fortress-forever.com/s...ad.php?t=19217

Related thread: http://forums.fortress-forever.com/s...ad.php?t=19117

thank you
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Old 01-04-2010, 02:33 PM   #4
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I could swore I separated out the flair shiz around the time I did the explosion decal adjustment.. I know it shared some of the same decal info that was being used for half a dozen other stuff. I know I got it to the point where you could customize the smoke trail color, and tweak the flair color.

I can't for the life of me remember if I made that change live or not back when I was doing shit.


*edit to add, I'm at work, so its possible I'm talking 100% out of my ass.
** Second edit! Found my old post talking about this exact issue - the problem was that the smoke emitted from the rocket uses the particle system, and wasn't easy to adjust. So the long and short of it is *meh* So disregard the above about smoke.
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Old 01-06-2010, 02:48 PM   #5
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If someone would seperate it up; i'd start making skins for it.
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Old 01-06-2010, 07:07 PM   #6
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It's my understanding you can change the rocket flare but it will also change your muzzleflash... but you can disable muzzleflashes with cl_disablemuzzleflashes 1
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Old 01-09-2010, 02:21 AM   #7
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it would be too easy to do. Unfortunately FF uses the same flare for rocket trail that it uses for the muzzle flash for all your weapons. If they make them separate files, too easy. But, if you want, I can make it. But, when you shoot a gun it's gonna have a blue flare looking muzzle flash.
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Old 01-09-2010, 02:31 AM   #8
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sounds cool make it happen
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Old 01-09-2010, 05:01 AM   #9
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PoC already did this -.-
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Old 01-10-2010, 12:21 PM   #10
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Quote:
Originally Posted by DeToXxX View Post
it would be too easy to do. Unfortunately FF uses the same flare for rocket trail that it uses for the muzzle flash for all your weapons. If they make them separate files, too easy. But, if you want, I can make it. But, when you shoot a gun it's gonna have a blue flare looking muzzle flash.
do it please

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PoC already did this -.-
link now
where can i find PoC?
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Old 01-10-2010, 02:49 PM   #11
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Squeek linked it in post #2. Sorry PoC to me is Marxist to you

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As of right now, not really. Eventually, we'd like to put some sort of rocketflare customization in Fortress Options.

There is this, though: http://forums.fortress-forever.com/s...ad.php?t=19217

Related thread: http://forums.fortress-forever.com/s...ad.php?t=19117
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Old 01-11-2010, 02:56 PM   #12
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Its actually super easy to seperate the rocket flair from the muzzle flash gcf. All you need to do is point the rocket flair info from the generic source gcf to the rockets ingame folder, and copy the actual texture file there.

I don't have FF installed here at work, so I can't give you the exact info, but it should just be a matter of editing the rockets vtf (or whatever the file that you can open in notepad is.. I'm way out of practice now) to point to the new location w/in FF's materials folder, instead of the source materials.

It really should have been done that way in the first place. Many of FF's resources pull from the generic files, and share them across the board. I guess that allows for a smaller package size for FF, but makes modding a pain.

I digress tho, as I said, it is a really easy fix. I'm not sure if you can edit this locally on your own client, but maybe if a dev loves you enough, they'll update it in the next patch. It'd probably be worth the effort to go in and seperate out some of the more moddable texture files, but I dunno if it'd ever be considered a priority thing.
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Old 01-11-2010, 04:08 PM   #13
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i really wish u weren't retired
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Old 01-12-2010, 03:03 AM   #14
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i really wish u weren't retired

Yea, IRL came in and kicked my butt
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Old 01-13-2010, 10:53 PM   #15
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Its actually super easy to seperate the rocket flair from the muzzle flash gcf. All you need to do is point the rocket flair info from the generic source gcf to the rockets ingame folder, and copy the actual texture file there.
I can do this without much of a problem, editing vmts is relatively easy. Thanks for pointing that out though didn't think to do that when I was editting these to keep them seperate from regular flares.

Also what particle files are used by the rpg smoke? I can take a look and see if theres anything to be done about creating some 'trails' to accompany the flare.
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Old 01-14-2010, 12:16 PM   #16
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I can do this without much of a problem, editing vmts is relatively easy. Thanks for pointing that out though didn't think to do that when I was editting these to keep them seperate from regular flares.

Also what particle files are used by the rpg smoke? I can take a look and see if theres anything to be done about creating some 'trails' to accompany the flare.
That'd be great!
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Old 01-14-2010, 01:45 PM   #17
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I can do this without much of a problem, editing vmts is relatively easy. Thanks for pointing that out though didn't think to do that when I was editting these to keep them seperate from regular flares.

Also what particle files are used by the rpg smoke? I can take a look and see if theres anything to be done about creating some 'trails' to accompany the flare.
I don't think there are any particular files associated w/ the particle dealio. I think its all dynamically generated, which is why it was turning out to be a pain to mod. At least, I never found where the actual smoke was coming from. At one point, I had asked Aftershock to find it, and he basically came back w/ 'not much we can really do about it'.

There's nothing more I wanted to do than mod the smoke color, but sadly, seems we just might be at a limitation of Source. I really don't know enough about the particle engine source uses to even guess at how we could get around it.
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Old 01-14-2010, 04:13 PM   #18
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You would think it would be easily possible....
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Old 01-14-2010, 05:28 PM   #19
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Ah yet another thing that source mysteriously pulls something out seemingly nothing to create a 'sprite'. Blood is the same way, although I did figure out how to edit it....if you don't mind playing with constant 10-25 choke. It's a headache and a half trying to find some of this crap to edit it, I definitely agree there, I saw nothing that would even be remotely close last nice trolling with vtfedit and gfcscape sooooooooooooo, I guess for now smoke trails are out, unless someone's sitting on the info
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