Posted by Ronin on Fri Oct 31st at 8:26am 2003
Posted by mazemaster on Fri Oct 31st at 8:59am 2003
Well, the traditional method is to use a normal old fire sprite. sprites/fire.spr is a good example.
The trouble with this is that the sprite will always face the player - by default sprites are NOT axis locked.
The first response to this was to create an animating texture out of the sprite and place it on brushes. This looks pretty good, but it can hurt the framerate a bit if used excessively.
More recently, however, some mappers discovered that if you hex-edit the sprite, you can make it axis locked either on the up-down axis (so it won't "tilt" when you are above the fire), or completely locked in place (it acts like a polygon facing the direction specified in the "angles" key). There is a tutorial on hex-editing sprites here:
http://collective.valve-erc.com/index.php?doc=1063191790-06027400
Of note is that there is a bug in half-life so if you make the sprite completely locked, none of the angles can be 0 or you will get weird results. To fix just make any angle you want to be 0 into 0.1.
Some people have written programs to do this hex editing for you, spritemage (german):
http://www.slackiller.com/hlprograms/spritemage.zip
spritefixer (english):
http://www.slackiller.com/hlprograms/spritefixer.zip
The best method for fire is usually to make your fire sprite z-axis locked (faces the palyer horizontally but not vertically).
There are many sprites out there both axis locked and not, one of my personal favorites is the following one (origionally by meat, I have converted it to a spr and axis locked it):
Posted by fishy on Fri Oct 31st at 9:00am 2003
use an env_sprite.
rendermode - additive
fx amount - 120 (give or take)
sprite name - sprites/fire.spr (probably the one you mean)
you might want to experiment with the scale and framerate settings. to keep it more natural looking, the bigger the scale, the lower the framerate should be.
Posted by Ronin on Fri Oct 31st at 9:06am 2003
Posted by mazemaster on Fri Oct 31st at 9:12am 2003
Posted by Ronin on Fri Oct 31st at 9:19am 2003
Posted by mazemaster on Fri Oct 31st at 9:53am 2003
I think there are some good fire sounds that are default to half-life.
ambience/burning1.wav
ambience/burning2.wav
ambience/burning3.wav
Posted by DocRock on Fri Oct 31st at 1:38pm 2003
One thing about the spritefixer tho (I've heard this, but haven't seen it, personally) is that in Overview mode, the sprite takes over the whole map.
A guy who makes models for me sometimes said that. In the map, the sprite was scaled to 1. But he said that in the overview, the whole map was covered by the one sprite...and this sprite had been made with the spritefixer program.
I'll do a little more checking into this and get back to you about it.
Posted by mazemaster on Fri Oct 31st at 4:42pm 2003
Posted by Ronin on Sat Nov 1st at 5:13am 2003
Posted by Orpheus on Sat Nov 1st at 11:10am 2003
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Posted by Gollum on Sat Nov 1st at 11:18am 2003
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Posted by 7dk2h4md720ih on Sat Nov 1st at 3:33pm 2003
| ? quote: |
| Thanks Doc, i will keep that in mind....but i cant find those ambiance sounds...i dont have any sounds under Half-Life/sounds, or in Valve/sounds or Gearbox/sounds. So i assumed that you had to download them |
All the sounds are contained in the pak0.pak file in your halflife directory. Get a program called pak explorer and you'll be able to browse through it.
Posted by Jinx on Mon Nov 3rd at 2:43pm 2003
I have several nice alternative fire sounds in the sound pack here. And there are some better sized versions of that fire sprite maze showed in the new sprites folder I think, the full-sized one is a bit big for Half-Life.
http://www.cryotank.net/maps/textures/index.html
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