Func smokevolume: Difference between revisions
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Warning:Smoke volumes should be used sparingly as they can decrease performance in heavily detailed scenes, or scenes with high amounts of action. Particle systems may be cheaper to use, depending on CPU usage restraints.
Warning:Smoke volumes shouldn't be placed in the same volume as func_precipitation is. Otherwise engine may freeze at the end of loading the level. It is probably caused by some particle coding that do not accept this two types of sprites to render at once (in the same volume).
Note:The default material is
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{{warning|Smoke volumes should be used sparingly as they can decrease performance in heavily detailed scenes, or scenes with high amounts of action. Particle systems may be cheaper to use, depending on CPU usage restraints.}} | {{warning|Smoke volumes should be used sparingly as they can decrease performance in heavily detailed scenes, or scenes with high amounts of action. Particle systems may be cheaper to use, depending on CPU usage restraints.}} | ||
{{warning|Smoke volumes shouldn't be placed in the same volume as [[func_precipitation]] is. Otherwise engine may freeze at the end of loading the level. It is probably caused by some particle coding that do not accept this two types of sprites to render at once (in the same volume).}} | |||
{{note|The default [[material]] is <code>particle/smoke_grenade1</code>, which does not exist. However, <code>particle/particle_smokegrenade</code> does.}} | {{note|The default [[material]] is <code>particle/smoke_grenade1</code>, which does not exist. However, <code>particle/particle_smokegrenade</code> does.}} |
Revision as of 07:28, 15 February 2012
Entity Description
A brush entity that spawns smoke particles within its volume, commonly used for large, localised areas of fog. Use the trigger texture or the fog texture.



particle/smoke_grenade1
, which does not exist. However, particle/particle_smokegrenade
does.Keyvalues
- Particle Draw Width (units) ([todo internal name (i)]) <float>
- The size of the particles, in units/inches. (Typical Values: 128,175,200,500,512)
- Particle Spacing Distance (units) ([todo internal name (i)]) <float>
- The distance between the particles inside the volume. The lower the number, the denser the particles, and the more overdraw there will be. It is best to keep it as high as you can without it looking bad. (Typical Values: 125,150,200 and sometimes 80 or 480)
- Density Ramp Speed (seconds) ([todo internal name (i)]) <float>
- Time to go from density 0 to density 1, in seconds.
- Rotation Speed (degrees/sec) ([todo internal name (i)]) <float>
- The speed that the particles should rotate, in degrees per second. (Typical Values: 3,10)
- Movement Speed (units/sec) ([todo internal name (i)]) <float>
- The speed that the particles should move around, in units/inches per second.
- Density [0..1] ([todo internal name (i)]) <float>
- Particle density, from 0 to 1. (Typical Values: .1-.5)
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- 1 : Emissive
- Changes how the smoke particles are drawn. Emissive is 4 times more expensive to render.
Inputs
- SetRotationSpeed <float >
- Set the particle rotation speed (in degrees per second).
- SetMovementSpeed <float >
- Set the particle movement speed (in inches per second).
- SetDensity <float >
- Set the particle density. It should be a range from 0 to 1.
Outputs
|