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], 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. | ||
{{todo|pictures, cleaning up, complete info, testing}} | {{todo|pictures, cleaning up, complete info, testing}} |
Revision as of 16:49, 14 March 2011
Since the March 11, 2011 update, L4D2 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.
Overview
Particle systems must be registered in a manifest file. In L4D2, these are:
particles\particles_manifest.txt
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.

Setup
The Particle Editor in tools mode is unified work space for particle effect authoring.
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
- Category:Particle System
- Animated Particles
- info_particle_system
- Left 4 Dead 2 Level Creation
- List of L4D2 Particles
- Particle Editor
- particles_manifest.txt
- SpriteCard
External links
- Particle Effects Editor Basics (Interlopers.net)
- Particle Editor Tutorial #1 (TF2maps.net)
- Particle Editor Tutorial #2 (TF2maps.net)