Particle System Properties: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
(9 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{LanguageBar}} | ||
| | {{back|Category:Particle System}} | ||
}} | |||
{{stub}} | {{stub}} | ||
''Properties are values that every particle system has without anything added to it.'' | ''Properties are values that every particle system has without anything added to it.'' | ||
== Properties == | == Properties == | ||
{{todo|Some of these properties are only in later engine branches. That needs to be documented.}} | |||
; aggregation radius <code><[[float]]></code> | ; aggregation radius <code><[[float]]></code> | ||
*{{todo|Description needed.}} | *{{todo|Description needed.}} | ||
Line 28: | Line 29: | ||
; cull_control_point <code><[[int]]></code> | ; cull_control_point <code><[[int]]></code> | ||
*{{todo| | *If the cheat ConVar <code>cl_particle_retire_cost</code> is not 0, the selected control point is used as the vector center to help calculate the size a particle takes up on a client's screen, compared to the maximum area when culling/retiring a particle system. {{todo|Verify}} | ||
; cull_cost <code><[[float]]></code> | ; cull_cost <code><[[float]]></code> | ||
*{{todo| | *If the cheat ConVar <code>cl_particle_retire_cost</code> is not 0, then it is used as a mulitplier when calculating whether a particle system is using more than the screen's maximum area. If a particle system exceeds the maximum viewspace, it will be culled. {{todo|Verify}} | ||
; cull_radius <code><[[float]]></code> | ; cull_radius <code><[[float]]></code> | ||
*{{todo| | *If the cheat ConVar <code>cl_particle_retire_cost</code> is not 0, then it is used (mostly) as a mulitplier when calculating whether a particle system is using more than the screen's maximum area. If a particle system exceeds the maximum viewspace, it will be culled. {{todo|Verify}} | ||
; cull_replacement_definition <code><[[string]]></code> | ; cull_replacement_definition <code><[[string]]></code> | ||
*{{todo| | *If the cheat ConVar <code>cl_particle_retire_cost</code> is not 0 and when this particle system is culled/retired, it will be replaced with this one. {{todo|Verify}} | ||
; draw through leafsystem <code><[[bool]]></code> | ; draw through leafsystem <code><[[bool]]></code> | ||
Line 66: | Line 67: | ||
* The maximum distance at which the particle system is rendered. The particle system will not be visible beyond this value. | * The maximum distance at which the particle system is rendered. The particle system will not be visible beyond this value. | ||
maximum sim tick rate <code><[[float]]></code> | ; maximum sim tick rate <code><[[float]]></code> | ||
*{{todo|Description needed.}} | *{{todo|Description needed.}} | ||
maximum time step <code><[[float]]></code> | ; maximum time step <code><[[float]]></code> | ||
* | * The maximum time it takes for the system properties to simulate. Use this to achieve a "jitter" or stutter effect in your particle system. | ||
minimum CPU level <code><[[int]]></code> | ; minimum CPU level <code><[[int]]></code> | ||
*{{todo|Description needed.}} | *{{todo|Description needed.}} | ||
minimum free particles to aggregate <code><[[int]]></code> | ; minimum free particles to aggregate <code><[[int]]></code> | ||
*{{todo|Description needed.}} | *{{todo|Description needed.}} | ||
minimum GPU level <code><[[int]]></code> | ; minimum GPU level <code><[[int]]></code> | ||
*{{todo|Description needed.}} | *{{todo|Description needed.}} | ||
minimum rendered frames <code><[[int]]></code> | ; minimum rendered frames <code><[[int]]></code> | ||
*{{todo|Description needed.}} | *{{todo|Description needed.}} | ||
minimum sim tick rate <code><[[float]]></code> | ; minimum sim tick rate <code><[[float]]></code> | ||
*{{todo|Description needed.}} | *{{todo|Description needed.}} | ||
minimum simulation time step <code><[[float]]></code> | ; minimum simulation time step <code><[[float]]></code> | ||
* | * The time it takes for the particle emitter to "wake up" again and the minimum time it takes for the system properties to simulate. Use this to achieve a "jitter" or stutter effect in your particle system. | ||
name <code><[[string]]></code> | ; name <code><[[string]]></code> | ||
* This is the name of the specific particle system. | * This is the name of the specific particle system. | ||
normal <code><[[vector3]]></code> | ; normal <code><[[vector3]]></code> | ||
*{{todo|Description needed.}} | *{{todo|Description needed.}} | ||
preventNameBasedLookup <code><[[bool]]></code> | ; preventNameBasedLookup <code><[[bool]]></code> | ||
*{{todo|Description needed.}} | *{{todo|Description needed.}} | ||
radius <code><[[float]]></code> | ; radius <code><[[float]]></code> | ||
* The default size of all the spawned particles. | * The default size of all the spawned particles. | ||
rotation <code><[[float]]></code> | ; rotation <code><[[float]]></code> | ||
* The default rotation of the emitted particles. | * The default rotation of the emitted particles. | ||
rotation_speed <code><[[float]]></code> | ; rotation_speed <code><[[float]]></code> | ||
* Default rotation speed. | * Default rotation speed. | ||
screen space effect <code><[[bool]]></code> | ; screen space effect <code><[[bool]]></code> | ||
* Whether or not the particle system is a screen effect. | * Whether or not the particle system is a screen effect. | ||
sequence_number <code><[[int]]></code> | ; sequence_number <code><[[int]]></code> | ||
* | * When using a material with a [[Animated Particles|sequenced sheet texture]], this will control the initial sequence of every particle. | ||
sequence_number 1 <code><[[int]]></code> | ; sequence_number 1 <code><[[int]]></code> | ||
* | * Same as sequence_number, except this controls the second initial sequence in dual-sequence materials. | ||
Sort particles <code><[[bool]]></code> | ; Sort particles <code><[[bool]]></code> | ||
* | * Whether or not the particles should have their render order sorted each frame. If set to 0, older particles will always render on top of newer ones. | ||
time to sleep when not drawn <code><[[float]]></code> | ; time to sleep when not drawn <code><[[float]]></code> | ||
*{{todo|Description needed.}} | *{{todo|Description needed.}} | ||
view model effect <code><[[bool]]></code> | ; view model effect <code><[[bool]]></code> | ||
* | * Makes this particle system and all of its children render as part of the [[viewmodel]]. Useful for effects such as first-person weapon muzzleflashes, as otherwise they would always render behind the viewmodel. | ||
[[Category: Particle System]] | [[Category: Particle System]] |
Latest revision as of 23:16, 2 September 2024
Properties are values that every particle system has without anything added to it.
Properties
Todo: Some of these properties are only in later engine branches. That needs to be documented.
- aggregation radius
<float>
- Todo: Description needed.
- batch particle systems
<bool>
- Todo: Description needed.
- bounding_box_max
<vector3>
- The bounding box for the particle system. It only encloses the exact center of every particle. The particle system will not be rendered if the bounding box is not visible.
- bounding_box_min
<vector3>
- The bounding box for the particle system. It only encloses the exact center of every particle. The particle system will not be rendered if the bounding box is not visible.
- color
<color>
- The default color for the particle system. The alpha value is ignored.
- control point to disable rendering
<int>
- Allows you to choose a control point that, if visible to the client, will disable rendering the particle system. The default value is -1 and will make it render everywhere.
- control point to only enable rendering
<int>
- The particle system will only be rendered if the given control point is visible to the player. The default value is -1 and will make it render everywhere.
- cull_control_point
<int>
- If the cheat ConVar
cl_particle_retire_cost
is not 0, the selected control point is used as the vector center to help calculate the size a particle takes up on a client's screen, compared to the maximum area when culling/retiring a particle system.Todo: Verify
- cull_cost
<float>
- If the cheat ConVar
cl_particle_retire_cost
is not 0, then it is used as a mulitplier when calculating whether a particle system is using more than the screen's maximum area. If a particle system exceeds the maximum viewspace, it will be culled.Todo: Verify
- cull_radius
<float>
- If the cheat ConVar
cl_particle_retire_cost
is not 0, then it is used (mostly) as a mulitplier when calculating whether a particle system is using more than the screen's maximum area. If a particle system exceeds the maximum viewspace, it will be culled.Todo: Verify
- cull_replacement_definition
<string>
- If the cheat ConVar
cl_particle_retire_cost
is not 0 and when this particle system is culled/retired, it will be replaced with this one.Todo: Verify
- draw through leafsystem
<bool>
- Todo: Description needed.
- fallback max count
<int>
- Todo: Description needed.
- fallback replacement definition
<string>
- Todo: Description needed.
- freeze simulation after time
<float>
- Forces the particle system to freeze after the set amount of seconds.
- group id
<int>
- Todo: Description needed.
- initial_particles
<int>
- The particle will spawn with a specific amount of particles. Similar to the emitter emit_instantaneously.
- material
<string>
- The material used for all particles in the system. If you are using multiple renderers they must share this material.
- max_particles
<int>
- The limit at which no new particles will be emitted until other particles are removed.
- maximum draw distance
<float>
- The maximum distance at which the particle system is rendered. The particle system will not be visible beyond this value.
- maximum sim tick rate
<float>
- Todo: Description needed.
- maximum time step
<float>
- The maximum time it takes for the system properties to simulate. Use this to achieve a "jitter" or stutter effect in your particle system.
- minimum CPU level
<int>
- Todo: Description needed.
- minimum free particles to aggregate
<int>
- Todo: Description needed.
- minimum GPU level
<int>
- Todo: Description needed.
- minimum rendered frames
<int>
- Todo: Description needed.
- minimum sim tick rate
<float>
- Todo: Description needed.
- minimum simulation time step
<float>
- The time it takes for the particle emitter to "wake up" again and the minimum time it takes for the system properties to simulate. Use this to achieve a "jitter" or stutter effect in your particle system.
- name
<string>
- This is the name of the specific particle system.
- normal
<vector3>
- Todo: Description needed.
- preventNameBasedLookup
<bool>
- Todo: Description needed.
- radius
<float>
- The default size of all the spawned particles.
- rotation
<float>
- The default rotation of the emitted particles.
- rotation_speed
<float>
- Default rotation speed.
- screen space effect
<bool>
- Whether or not the particle system is a screen effect.
- sequence_number
<int>
- When using a material with a sequenced sheet texture, this will control the initial sequence of every particle.
- sequence_number 1
<int>
- Same as sequence_number, except this controls the second initial sequence in dual-sequence materials.
- Sort particles
<bool>
- Whether or not the particles should have their render order sorted each frame. If set to 0, older particles will always render on top of newer ones.
- time to sleep when not drawn
<float>
- Todo: Description needed.
- view model effect
<bool>
- Makes this particle system and all of its children render as part of the viewmodel. Useful for effects such as first-person weapon muzzleflashes, as otherwise they would always render behind the viewmodel.