Particle Editor: Difference between revisions

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[[Category:Particle System]]
[[Category:Particle System]]
[[Category:Particle Effects]]
==Particle Editing Tool==
* [[Particle System Emitters|Emitters]]
* [[Particle System Renderers|Renderers]]
* [[Particle System Initializers|Initializers]] (see also [[:Category:Particle initializers]])
* [[Particle System Operators|Operators]] (see also [[:Category:Particle operators]])
* [[Control Point (particles)|Control Points]]
* [[Particle System Children|Children]]
* [[Particle System Constraints|Constraints]]
* [[Particle System Forces|Forces]]


== General knowledge ==
The '''Particle Editor''' is an [[Engine tools|engine tool]] available in Source 2007 and later. To use it, run your game or mod with <code>-tools -nop4</code> on the [[command line]] and select 'Particle Editor' from the Tools menu. Make sure that <code>sv_lan</code> is set to 1 in the console located in the lower-left corner.
 
To load a map into the engine viewport, look to the console window at the bottom of the screen and type <code>map <levelname></code>.
 
{{tip|Earlier particle editor builds never refresh particles in the current map. To work around this, execute <code>bind h "ent_fire info_particle_system stop;wait 120;ent_fire info_particle_system start"</code> in the console then use {{key|H}}.}}
 
== Interface guide ==
 
This screenshot is from Alien Swarm. Earlier versions of the editor look different, but work in the same way.


* To run the particle editor, run the game with -tools on the commandline and select 'Particle Editor' from the tool menu on the far right.
[[File:Particles asw.jpg|1000px|center]]


* {{as}}{{l4d}}{{l4d2}} In Alien Swarm, Left 4 Dead and Left 4 Dead 2, tools mode is run via Authoring Tools menu instead. To test out a particle within a map while in tools mode, make sure that <code>sv_lan</code> is set to 1 in the console located in the lower-left corner.
The top edge of the screen is the main menu. From here you can load and save PCF files, undo and redo actions, and configure your workspace.


* To load a map so you can test your particle, look to the console window at the bottom of the screen and type "map <levelname>"
# The '''browser''' shows the contents of the current PCF file. You can store any number of particle systems in the same PCF. The numbers of parents and children are shown beneath the preview.
# The '''engine viewport''' shows whatever the game is currently rendering. You can flip control to and from the game with {{key|F10}}, and maximise your view with {{key|F11}}.
# '''Properties''' is where the current particle system is edited. You can add, remove and configure new functions and children. Whenever you make a change, all instances of the particle system restart.
# The '''preview window''' shows the current system and its children up close. You can manipulate your view with the mouse buttons. The "Ctrl Points" tab lets you configure temporary [[Control Point (particles)|control points]] for the preview.


* A helpful command to restart all particle systems in a level - useful when tweaking them in the editor : > bind h "ent_fire info_particle_system stop;wait 120;ent_fire info_particle_system start"
The bottom edge of the screen contains a compact [[developer console]]. Commands are entered into the left box, while the last line of output is displayed in the right.


== See also ==
== See also ==

Revision as of 06:06, 26 July 2011

Template:Otherlang2

The Particle Editor is an engine tool available in Source 2007 and later. To use it, run your game or mod with -tools -nop4 on the command line and select 'Particle Editor' from the Tools menu. Make sure that sv_lan is set to 1 in the console located in the lower-left corner.

To load a map into the engine viewport, look to the console window at the bottom of the screen and type map <levelname>.

Tip.pngTip:Earlier particle editor builds never refresh particles in the current map. To work around this, execute bind h "ent_fire info_particle_system stop;wait 120;ent_fire info_particle_system start" in the console then use H.

Interface guide

This screenshot is from Alien Swarm. Earlier versions of the editor look different, but work in the same way.

Particles asw.jpg

The top edge of the screen is the main menu. From here you can load and save PCF files, undo and redo actions, and configure your workspace.

  1. The browser shows the contents of the current PCF file. You can store any number of particle systems in the same PCF. The numbers of parents and children are shown beneath the preview.
  2. The engine viewport shows whatever the game is currently rendering. You can flip control to and from the game with F10, and maximise your view with F11.
  3. Properties is where the current particle system is edited. You can add, remove and configure new functions and children. Whenever you make a change, all instances of the particle system restart.
  4. The preview window shows the current system and its children up close. You can manipulate your view with the mouse buttons. The "Ctrl Points" tab lets you configure temporary control points for the preview.

The bottom edge of the screen contains a compact developer console. Commands are entered into the left box, while the last line of output is displayed in the right.

See also