Saving additions done through q4.fx editor?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Saving additions done through q4.fx editor?

Post by corsair »

Wouldn't know what else to add to this topic aside from refering to it's title - Is this possible, or do I have to write down the specifics and add them in radiant manualy?

ps, I both advice checking the fx editor out, and advice not doing so, while it's as awesome as taking up hours :P
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

I found the use of this rather odd as well as I couldn't figure out how it was supposed to work with the editor. People were saying you just browsed the fx folder and clicked on a material and voila it worked.. it never did for me.

What I ended up doing is adding an fx entity then open up the game to find the effect I was after, writing down the path and *then* manually typing that into the entity properties.

Once I had the based effect, you can open up the editor and fiddle around, after which you can save you new work. Obviously a very long winded way of adding a 'custom' flame to a candle!!

There has to be an easier way to add effects.. *looks at pjw and kungfu*
KungFuSquirrel
Posts: 56
Joined: Mon Nov 07, 2005 2:12 pm

Post by KungFuSquirrel »

You can open up an entity editor from the FX editor that lets you place effects in the map, then save the func_fx entities into the .map file from the game.

Our writeup was hiding away in the big func_fx listing, you can see a shot of the entity editor and get more info here: http://iddevnet.com/quake4/FX_Entity_Editor

Err, I hope that answers the question at least... :X
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Post by corsair »

I solved the save issue, although, not by being all that smart, but by simply closing the entity editor, making it asking if I'd want to save it before closing or not. Obviously I chose yes, and in radiant the changes appeared to be saved into the .map - hooray. (I didnt find this out before because I wouldnt want to lose the changes, so I didnt try to close)

About the usage, here is the way I use the editor; (havent done much with it though, other than just seeing many of the effects - I especialy suggest you try the tank_explosion.fx, and set it to loop, serious madness occurs)

First, a quake shortcut with +set r_fullscreen 0 and +editfx, so quake starts, and also you get the primary menu menu, then obviously i start up a map.

Then, at "view" of that menu, mark "entity editor".

After that it gets really easy, set your nonfullscreen quake so that you have place for the entity editor aside it.

Press on "New", and then all you've got to do is hit the "..." button near the second entry place at "properties", and select any .fx you want. Click it again to change it, and again, and again, etc, etc, and you've got yourself a lost hour :P

One thing which lacks, is an option to change the XYZ move step size.
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