L4D2 Custom Particle Effects Tutorial: Difference between revisions
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==Setup== | ==Setup== | ||
The goal is to create a simple custom particle effect that will appear in-game and while in Tools Mode (located in the Left 4 Dead 2 Authoring Tools menu). Central to the entire process is the [[Particle Editor]]. The Particle Editor is an interface found in Tools Mode that acts as a unified work space for particle effect authoring. | The goal is to create a simple custom particle effect that will appear in-game and while in Tools Mode (located in the Left 4 Dead 2 Authoring Tools menu). Central to the entire process is the [[Particle Editor]]. The Particle Editor is an interface found in Tools Mode that acts as a unified work space for particle effect authoring. | ||
{{note|Hammer | {{note|Hammer and vpk.exe are also needed. It is assumed that there is prior experience on how to use these.}} | ||
===Prepare existing particles=== | ===Prepare existing particles=== | ||
Please see [[List_of_L4D2_Particles#Particle_Browser|Particle Browser]] for details on how to extract existing particle files. | Please see [[List_of_L4D2_Particles#Particle_Browser|Particle Browser]] for details on how to extract existing particle files. |
Revision as of 19:47, 14 March 2011
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.
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
ormaps\<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.

- Todo: There is a need for testing other situations, such as the introduction of particles_manifest.txt from two independent add-ons.
Setup
The goal is to create a simple custom particle effect that will appear in-game and while in Tools Mode (located in the Left 4 Dead 2 Authoring Tools menu). Central to the entire process is the Particle Editor. The Particle Editor is an interface found in Tools Mode that acts as a unified work space for particle effect authoring.

Prepare existing particles
Please see Particle Browser for details on how to extract existing particle files. Particle files can only be read/shown by tools such as the Hammer Particle Browser and the Particle Editor provided that they are extracted from the VPK and placed in the particles directory externally. For particles that appear in-game, there is no distinction between PCF files stored externally or in a VPK as long as the PCF file is registered in a manifest.
Create a simple particle
The previous step eases access to existing particles and the official particle_manifest.txt, both as examples to learn from and for modification in the Particle Editor.
Create the manifest
Either create particles
Add the particle in-game
There is more than one way to test the newly created particle in-game.
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
- 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)