L4D2 Custom Particle Effects Tutorial: Difference between revisions

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{{l4d2}} Since [http://store.steampowered.com/news/5111/ the March 11, 2011 update], L4D2 fully supports custom particle effects. This tutorial covers [[Wikipedia:workflow|workflow]] on particle effect authoring that is unique to [[Left 4 Dead 2]] (and possibly similar to future Valve games). Information on the actual creation of particle effects can be found at the [[:Category:Particle System|Particle System category]]. If new to the particle editor or troubleshooting a work setup, it is recommended to follow the steps on creating [[Particle_System_Overview#Creating_your_first_System|a known working custom particle]] to limit additional problems that may crop up. Overall, the steps required to create a smooth workflow are easy. Authors are not limited to what is mentioned in this tutorial and are encouraged to create their own workflow suitable to their unique needs.
{{l4d2}} Since [http://store.steampowered.com/news/5111/ the March 11, 2011 update], [[Left 4 Dead 2]] fully supports custom [[particle]] effects. This tutorial covers [[Wikipedia:workflow|workflow]] on particle effect authoring that is unique to [[Left 4 Dead 2]] (and possibly similar to future Valve games). Information on the actual creation of particle effects can be found at the [[:Category:Particle System|Particle System category]]. If new to the particle editor or troubleshooting a work setup, it is recommended to follow the steps on creating [[Particle_System_Overview#Creating_your_first_System|a known working custom particle]] to limit additional problems that may crop up. Overall, the steps required to create a smooth workflow are easy. Authors are not limited to what is mentioned in this tutorial and are encouraged to create their own workflow suitable to their unique needs.
{{todo|pictures, cleaning up, complete info, testing}}
{{todo|pictures, cleaning up, complete info, testing}}
== Overview ==
== Overview ==

Revision as of 17:06, 14 March 2011

Left 4 Dead 2 Since the March 11, 2011 update, Left 4 Dead 2 fully supports custom particle effects. This tutorial covers workflow on particle effect authoring that is unique to Left 4 Dead 2 (and possibly similar to future Valve games). Information on the actual creation of particle effects can be found at the Particle System category. If new to the particle editor or troubleshooting a work setup, it is recommended to follow the steps on creating a known working custom particle to limit additional problems that may crop up. Overall, the steps required to create a smooth workflow are easy. Authors are not limited to what is mentioned in this tutorial and are encouraged to create their own workflow suitable to their unique needs.

Todo: pictures, cleaning up, complete info, testing

Overview

Particle systems are stored in PCF files, where one PCF file typically contains a library of particle systems that relate to each other (for example, blood_fx.pcf). All PCF files must be registered in a manifest file in order to work in-game. In L4D2, authors of custom particles can choose between two types of manifests:

  • particles\particles_manifest.txt or
  • maps\<map name>_manifest.txt (per-map)

particles_manifest.txt must be introduced into the game as a simple add-on while the per-map manifest can be introduced externally.

Note.pngNote:It appears that in both cases the custom entries introduced are incorporated with the official list of particle system files without any worry of overriding the official one.
Todo: There is a need for testing other situations, such as the introduction of particles_manifest.txt from two independent add-ons.

Setup

The Particle Editor in tools mode is unified work space for particle effect authoring.

Todo: setup of workflow, such as: particle browser talk, add-on creation, pcf creation, introduction of particle in a map in hammer, and, yes, pictures

Troubleshooting

  • Trying to get rid of that Map Unplayable! error while in tools mode.
Todo: There is a console command that can disable that error completely, if I can recall correctly. I am having difficulty finding it.
  • Particle effect fails to update in the map.
If a particle effect fails to update in-game despite there being a change in one of the components or properties, a series of console commands can reset the info_particle_system entities that exist in the world: ent_fire info_particle_system stop;wait 120;ent_fire info_particle_system start
Todo: include other issues encountered

See also

External links