Team Fortress 2/Creating fire: Difference between revisions
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''Team Fortress 2'' doesn't fully support the ''env_fire'' entity used in other Source games; while the fire itself is simulated, the flames do not show up in-game. This article demonstrates how to create working fire in ''Team Fortress 2''. | |||
==Particle Fire== | |||
===Default Particles=== | |||
Insert an ''info_particle_system'' into your map and align it so that the origin where you want the base of the flame to appear, and make sure that the "Start Active?" property is set to "Yes". There are six flame particles available by default: | |||
[[Image:Flame particles.jpeg|right|thumb|The six fire effects in order.]] | |||
*'''flaming_arrow''' — Used for Huntsman arrows that have been set on fire; this one includes very visible smoke that gets less opaque at close up. The fire in the fireplace in Mann Manor is made of a cluster of these. | |||
*'''candle_light1''' — Used for the candles in Mann Manor and the lantern model. | |||
*'''candle_light2''' — Used for the candles in Harvest Event. Slightly smaller than candle_light1. | |||
*'''m_torchflame''' — Used for the interior (wall-mounted) torches in Degroot Keep. Inlcudes faint smoke. | |||
*'''m_brazier_flame''' — Used for the exterior torches in Degroot Keep. Larger than m_torchflame. Also includes faint smoke. | |||
*'''burning_torch''' — A taller, less chaotic torch flame with no smoke. Added sometime around the Medieval Update, intended use unknown. | |||
===Custom Particles=== | |||
[[Image:Barrel fire.jpeg|right|thumb|Flaming barrel from ctf_fusion_b2.]] | |||
The [http://wiki.teamfortress.com/wiki/Swamp_Theme Swamp Pack] created by TF2Maps.net includes a larger fire particle designed for flaming barrels, but which could be used for any larger fire such as campfires. To add this to your map, first download and install the Swamp Pack from [http://wiki.teamfortress.com/wiki/Swamp_Theme this link] (most of the assets from the pack were added to the game as part of the Scream Fortress update, but the particle effects were not). Then add an info_particle_system entity with the pitch set to 0 (facing sideways) and Particle System Name set to fire01 or fire01_heatwaver. ({{todo|Find out the difference between these two.}}) | |||
To make it work, create a second copy of the file swampmapname_particles.txt (in the /tf/maps/ folder) and replace "swampname" with the full filename of your map — for example, cp_swampland_a3_particles.txt. | |||
You can also create your own fire particles using ''Team Fortress 2'''s tools mode. See [[Creating A Fire Particle]] for details. | |||
Egypt uses '' | ==The Egypt Method== | ||
Egypt, which was created before the flaming_torch particle was available, uses ''[[env_smokestack]]s'' to simulate flames. This method is included for legacy purposes only. | |||
Insert an ''env_smokestack'' into your map and align it so that the origin is inside the cup of your torch. | Insert an ''env_smokestack'' into your map and align it so that the origin is inside the cup of your torch. | ||
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{{tip|Some values, specifically the '''Particle Start/End Sizes, Length Of Smoke Trail''' and '''Spread Speed,''' can be adjusted as needed to create different sizes of flames.}} | {{tip|Some values, specifically the '''Particle Start/End Sizes, Length Of Smoke Trail''' and '''Spread Speed,''' can be adjusted as needed to create different sizes of flames.}} | ||
An ''env_sprite'' is used to simulate the glow of the fire at its base. | An ''env_sprite'' is used to simulate the glow of the fire at its base. | ||
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==Lighting== | ==Lighting== | ||
For your fire to cast light, you will need a ''light'' entity. | For your fire to cast light, you will need a ''[[light]]'' entity. Here are properties used by Egypt's torches: | ||
*'''Name:''' torch_light | *'''Name:''' torch_light | ||
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==Trigger_Hurt== | ==Trigger_Hurt== | ||
You may wish to have your fire damage players if they stand in your flames. This is accomplished with a ''[[trigger_hurt]].'' | |||
Create a trigger brush of appropriate size for your fire (the size used in Egypt is 10 length X 10 width X 12 height). Tie the brush to a ''trigger_hurt'' and place it where your flame will be. | Create a trigger brush of appropriate size for your fire (the size used in Egypt is 10 length X 10 width X 12 height). Tie the brush to a ''trigger_hurt'' and place it where your flame will be. | ||
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*'''Damage:''' 10 | *'''Damage:''' 10 | ||
{{todo|Find out how to make this actually ignite players instead.}} | |||
= See Also = | = See Also = |
Revision as of 11:22, 13 September 2011
Team Fortress 2 doesn't fully support the env_fire entity used in other Source games; while the fire itself is simulated, the flames do not show up in-game. This article demonstrates how to create working fire in Team Fortress 2.
Particle Fire
Default Particles
Insert an info_particle_system into your map and align it so that the origin where you want the base of the flame to appear, and make sure that the "Start Active?" property is set to "Yes". There are six flame particles available by default:
- flaming_arrow — Used for Huntsman arrows that have been set on fire; this one includes very visible smoke that gets less opaque at close up. The fire in the fireplace in Mann Manor is made of a cluster of these.
- candle_light1 — Used for the candles in Mann Manor and the lantern model.
- candle_light2 — Used for the candles in Harvest Event. Slightly smaller than candle_light1.
- m_torchflame — Used for the interior (wall-mounted) torches in Degroot Keep. Inlcudes faint smoke.
- m_brazier_flame — Used for the exterior torches in Degroot Keep. Larger than m_torchflame. Also includes faint smoke.
- burning_torch — A taller, less chaotic torch flame with no smoke. Added sometime around the Medieval Update, intended use unknown.
Custom Particles
The Swamp Pack created by TF2Maps.net includes a larger fire particle designed for flaming barrels, but which could be used for any larger fire such as campfires. To add this to your map, first download and install the Swamp Pack from this link (most of the assets from the pack were added to the game as part of the Scream Fortress update, but the particle effects were not). Then add an info_particle_system entity with the pitch set to 0 (facing sideways) and Particle System Name set to fire01 or fire01_heatwaver. (
)
To make it work, create a second copy of the file swampmapname_particles.txt (in the /tf/maps/ folder) and replace "swampname" with the full filename of your map — for example, cp_swampland_a3_particles.txt.
You can also create your own fire particles using Team Fortress 2's tools mode. See Creating A Fire Particle for details.
The Egypt Method
Egypt, which was created before the flaming_torch particle was available, uses env_smokestacks to simulate flames. This method is included for legacy purposes only.
Insert an env_smokestack into your map and align it so that the origin is inside the cup of your torch.
You will need these properties:
- Initial State: On
- Spread At The Base: 0
- Spread Speed: 8
- Speed: 30
- Particle Start Size: 9
- Particle End Size: 4
- Emission Rate: 15
- Length Of Smoke Trail: 24
- Wind X/Y Angle: 0
- Wind Speed: 0
- Particle Material: particle/smokesprites_0001
- Twist: 10
- Roll Speed: 5
- Base Colour (R G B): 250 200 133
- Translucency: 255

An env_sprite is used to simulate the glow of the fire at its base.
Insert an env_sprite into your map and align it so that its origin is at the same point as your env_smokestack or info_particle_system.
You will need these properties:
- Render FX: Constant Glow
- Render Mode: Additive
- FX Amount (0 - 255): 125
- FX Colour (R G B): 255 140 36
- Framerate: 10
- Sprite Name: materials/Sprites/light_glow03.vmt
- Scale: 0.6
- Size Of Glow Proxy Geometry: 30
Lighting
For your fire to cast light, you will need a light entity. Here are properties used by Egypt's torches:
- Name: torch_light
- Brightness: 249 118 62 50 (Change this last number to suit your brightness needs)
- Appearance: 32 (Yes, just type it in)
Because these lights have a flickering appearance, if you add a lot of them it may give VRAD errors when compiling your map. To solve this, give all of your torch lights the same name and they will all be calculated together at compile.
Trigger_Hurt
You may wish to have your fire damage players if they stand in your flames. This is accomplished with a trigger_hurt.
Create a trigger brush of appropriate size for your fire (the size used in Egypt is 10 length X 10 width X 12 height). Tie the brush to a trigger_hurt and place it where your flame will be.
You will need these properties:
- Damage Type: BURN
- Damage: 10