Particle System Renderers: Difference between revisions
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== render_rope == | == render_rope == | ||
Renders all particles in the system into one continuous "rope", the smoothness can be adjusted by changing texel_size and subdivision_count. Killing particles will cause the rope to instantly flick to adjust the rope to remain continuous, so random lifetimes and continuous emitters can look poor, depending on the effect (this only applies to pre-L4D2 particle editors). | Renders all particles in the system into one continuous "rope", the smoothness can be adjusted by changing texel_size and subdivision_count. Killing particles will cause the rope to instantly flick to adjust the rope to remain continuous, so random lifetimes and continuous emitters can look poor, depending on the effect (this only applies to pre-L4D2 particle editors). Useful for effects such as [http://developer.valvesoftware.com/wiki/L4D_Style_Muzzle_Smoke muzzle smoke], lightning, or electricity. | ||
== render_screen_velocity_rotate == | == render_screen_velocity_rotate == | ||
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== render_sprite_trail == | == render_sprite_trail == | ||
Renders animated sprites with trails based on their velocity. | Renders animated sprites with trails based on their velocity. Useful for effects such as [http://developer.valvesoftware.com/wiki/UTIL_ParticleTracer bullet tracers], sparks, or glowing beams. | ||
== render_blobs == | == render_blobs == | ||
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== render_models == | == render_models == | ||
{{2009 add}} Renders 3D models instead of particles. | {{2009 add}} Renders 3D models instead of particles. Useful for effects such as chunks of debris, or gibs. | ||
== render_project == | == render_project == |
Revision as of 10:14, 29 July 2011
render_animated_sprites
This is the "ordinary" renderer. It draws floating animated sprites.
- animation rate
- Rate at which to animate particles. Normally this is in seconds (???), however if "Use animation rate as FPS" is set to 1, it will use tics as it's animation rate instead.
- orientation_type
- How each particle is aligned relative to the camera.
- 0: Billboard (face-on)
- 1: Fix Z (upright)
- 2: Fix X (flat)
- orientation_control_point
- All particles inherit their orientation from this control point. Todo: Is the position of the CP used, or the actual orientation?
Confirm:Non-functional in Source 2007/9?
- use animation rate as fps
- Flag that indicates whether the animation should be in seconds (???) or tics (normal FPS rate).
render_rope
Renders all particles in the system into one continuous "rope", the smoothness can be adjusted by changing texel_size and subdivision_count. Killing particles will cause the rope to instantly flick to adjust the rope to remain continuous, so random lifetimes and continuous emitters can look poor, depending on the effect (this only applies to pre-L4D2 particle editors). Useful for effects such as muzzle smoke, lightning, or electricity.
render_screen_velocity_rotate
Unknown.
render_sprite_trail
Renders animated sprites with trails based on their velocity. Useful for effects such as bullet tracers, sparks, or glowing beams.
render_blobs

Template:2009 add Renders particles as blobs of liquid. This is not the effect used by Portal 2's paint, but is similar to it (possibly a prototype?).
The material used should be opaque, and ideally have $phong enabled.
render_models
Template:2009 add Renders 3D models instead of particles. Useful for effects such as chunks of debris, or gibs.
render_project
Template:2009 add Unknown. Draws projected textures?