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[TUT] Weapon Effects

This is a discussion about [TUT] Weapon Effects within the Halo 2 Advanced Mod Tutorials section, where you will Learn more advanced techniques to further mod your Halo 2 maps. This is for people who have a good grip on the Halo 2 Beginner Mod Tutorials.; Found By The Reepr Ok well first of all let me tell you something because before you make weapon effects you have to have effect literacy, which basically means you need to know the basics



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Old 08-02-2007, 01:01 PM   #1 (permalink)
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[TUT] Weapon Effects

Found By The Reepr


Ok well first of all let me tell you something because before you make weapon effects you have to have effect literacy, which basically means you need to know the basics of it so you can tell what other people did and stuff and so you can even visualize you effects before you make them.



Effects are made up of three different tags, which are prt3 (particle), pmov (particle physics), and PRTM (particle model), which is barely ever used, but I like to use because you can get some cool effects with it sometimes.



Another thing you need to know is that not all weapons have a contrail some have effects as a contrail like the rocket launcher and needler and some don’t even have a contrail of any sort at all like the magnum and battle rifle. A contrail is basically the effect that follows behind the projectile as it travels. If a weapon doesn’t have a contrail then you can swap projectiles so it does and if you plan on using that projectile again then that’s when insolence comes in use and you can duplicate the projectile and the effects that are tied with it such as for the rocket launcher projectile, it has the rocket exhaust effect and the rocket detonation effect which you can edit the prt3, and pmov dependencies for it to make it look different. For a lot of effects that use pmov I like to change the tag to prt3 or PRTM because pmov doesn’t really give any cool looks for the effects at all.



For this tutorial we are going to edit the rocket launcher. To start open up foundation.map (you can use whatever map you want for your own effects) in a map editor (I like to use dothalo for swapping dependencies). Then locate the projectile tag (short form is proj) and click the rocket projectile. Look at it’s dependencies. Their should only be two different effects which should be (effects\impact\explosion_large\rocket_launcher\ro cket_detonation) and (effects\objects\weapons\support_high\rocket_launc her\rocket_exhaust). If you’re using dothalo click the rocket exhaust effect and then click “Goto Tag”. Now since you are at the rocket exhaust effect you should see 4 prt3 dependencies and 1 pmov dependency. Now swap the prt3 dependencies around with other prt3 dependencies and swap the pmov dependency with another pmov dependency to your liking. Make sure when you swap a dependency you click save changes so the swap stays how you put it. Then do the same exact thing to the rocket detonation effect. After you’re done resign the map and close it. Then ftp the map to your xbox and test out your new rocket launcher effect. What I like to do is only swap one dependency for prt3 and null out all other dependencies in the effect so that the only one that shows is the one that I changed it to. Now you’re probably thinking why in the world would you do that but really if you want to become good at this you need to know what each prt3 looks like so you can have an idea of what you’re effects are going to be like. I also like to do this for PRTM and pmov. Also you can also edit the bitmaps for effects to change color of effects and shape. Good luck making effects : )





Literacy: The condition or quality of being knowledgeable in a particular subject or field





Contrail: A visible trail of streaks or cloud of some sort created from a projectile model or just the projectile itself

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Old 08-18-2007, 05:45 PM   #2 (permalink)
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dude that is a little complicated just tell us how to swap what weapons shoot
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Old 08-18-2007, 06:36 PM   #3 (permalink)
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What I did was just swap alot of things. Then tested them lol. It looked ok but not perfect.
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Old 03-19-2008, 03:44 PM   #4 (permalink)
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nice job man if some people don't understand then they just don't know what ur saying exactly but i know what ur sayin and nicely done, i'm thinking of making my own lil tutorial in a lil depending on if it works or not lol (plus i can't figure out how to post my own threads...my old account on this site got deleted so i had to make a new one...)
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Old 03-21-2008, 10:52 PM   #5 (permalink)
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Quote: Originally Posted by surfer998 View Post
dude that is a little complicated just tell us how to swap what weapons shoot
if you need help search in the begginer section (or all tuts)

or you can AIM me. Screen Name: GoldBl4d3
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Old 09-29-2008, 10:31 PM   #6 (permalink)
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Re: [TUT] Weapon Effects

Dude nice TUT!!
the only thing is how do you make things shoot from the sky????
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Old 09-29-2008, 10:44 PM   #7 (permalink)
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Re: [TUT] Weapon Effects

You move a weapon spawn into the sky then change it to a projectile (itmc tag).
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Old 09-29-2008, 11:20 PM   #8 (permalink)
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Re: [TUT] Weapon Effects

Oh ok sweet and so like are we supposed to figure out whats what?? like all the muzzle flash's and crap like what does what?
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