Difference between revisions of "Category talk:Particle System"

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==Soft Particles==
 
==Soft Particles==
 
The Engine features page claims a soft particle feature. I've never seen it used, does anyone know how to implement it?[[User:Foda|Foda]] 02:02, 28 April 2010 (EST)
 
The Engine features page claims a soft particle feature. I've never seen it used, does anyone know how to implement it?[[User:Foda|Foda]] 02:02, 28 April 2010 (EST)
 +
: You could try one of the fade functions, or one of the functions not explained, but other than that I don't have a clue, sorry! :[ --[[User:Robber9000|Robber9000]] 02:38, 1 May 2010 (UTC)

Latest revision as of 02:38, 1 May 2010

Packing Particle Files in a bsp map file

I've made a custom particle file for my TF2 map. But even when the particle files and the modified particle_manifest.txt are in the bsp file, TF2 still can't find the particle files when it loads the map. I'm guessing that TF2 doesn't look in the bsp for either the particle files or the particle_manifest.txt. --Spacemonkey 18:23, 3 Jul 2008 (PDT)

That's right, it can't be done. We've asked Mike to look into getting rid of the manifest file and simply scanning all PCFs in the particles folder, which will help alleviate this. --TomEdwards 00:54, 4 Jul 2008 (PDT)
For anyone finding this later, TF2 now supports a per-map particles manifest that's packed inside the BSP at maps/<mapname>_particles.txt . --Terr 20:32, 27 February 2010 (UTC)

Other Materials

Are there any other shaders that can be used other than SpriteCard? Refract and Modulate would be useful. --4LT 14:57, 17 Jul 2008 (PDT)

It's possible to get refraction, there are a few Ep2 particles that do it. I added the SpriteCard thing in myself since it's the only shader I've managed to find a particle using - it may well be that refraction effects are handled in another way. --TomEdwards 11:32, 18 Jul 2008 (PDT)

Okay, I've seen SpriteCard, Refract, and UnlitGeneric used. I've tried VertexLitGeneric (alpha incorrect, $vertexcolor did nothing) and Sprite (no alpha, $vertexcolor did nothing). Also, using SpriteCard on a material with no sheet does not work, and mksheet.exe is inoperable, so I can't get this texture to work right without it being fullbright. --4LT 18:40, 12 Aug 2008 (PDT)

Running game windowed/Adding stuff?

Hey, does anyone know of a way to run the game while in the particle editor to run the game windowed? So i can look at this wiki while making the particle, as it would save me having to keep minimizing the game to read 1 line each time. I would of done it i the options, but there is no options while in the editor. Anyway to do this? Also can someone please tell me how on earth i add all the stuff it says in the 'Creating your first System' part of the article. So i do what it says, i make a new file, then create a new particle, then it says 'First add an Animated Sprite Renderer to allow it to render.' and where exactly is this? I looked everywhere but there is no button to simply 'add' something, i looked in the tree and looked under the line 'renderer' and tried that, right clicked selected add element, but there is no animated sprite renderer in there. Can someone please tell me where you 'add' the stuff in the creating your first system please? ;(--Craziestdan 15:45, 12 Aug 2008 (PDT)

In the advanced launch options add -tools -window (At least I think that's what it is.) --JakeB 16:33, 12 Aug 2008 (PDT)
Excellent :D i shall try this, however, my main problem. Where can i add stuff? What were you steps when you launched it, and simply added the sprite renderer and the rest, where did you click to do so? --Craziestdan 16:45, 12 Aug 2008 (PDT)

Particles wont work in a orangebox mod (appid 218)

So i been making some particles, in the particle editor in my mod, a orangebox mod (appid 218 - source sdk base orangebox)

But when i test the particles ingame they just wont appear, the console does not show any errors.

I did absolutely everything correct because, when i took my manifest/test map/particle file and put them in both Ep2 and Portal they worked fine. But when i put them in my mod they just wont appear ingame. I even have them showing in the particle editor with my mod. But it will never show ingame. I did do everything correctly because like i said it worked in Ep2 and Portal. But it just refuses to work in a orangebox mod ;(

Is there a reason? I asked Mike Durand if it works in orangebox mods and he said particles do work in orangebox mods, but mine wont work.

I also tested Valves ones like ones from Ep2 and Portal, but they wont work in my mod even tho they work in Ep2 and Portal.

Anyone know why? Has anyone had this problem, or has anyone atleast tested a custom particle in a orangebox mod?

Please help. --Craziestdan 15:58, 15 Aug 2008 (PDT)

Red Links

So since no one else seems to care, I am going to try to fill in the red links. And this will be my first wiki entry, so I may need proofreading help. --Robber9000 03:46, 30 August 2009 (UTC)

Go for it. :) --TomEdwards 10:34, 30 August 2009 (UTC)

Porting

Without having to manually recreate the particle systems, does anyone know of a way to port "DMX binary 2 pcf 1" (tf2 format) particles to "DMX binary 3 pcf 2" (l4d format), or indeed l4d2's binary 4? --Mehcore 17:05, 12 November 2009 (UTC)

Yes, I've decoded the three .pcf formats and they're very similar. I realize this is a late response, but if you're willing to wait a little longer I'll see what I can do. Terrenteller 07:10, 14 February 2010 (UTC)

Soft Particles

The Engine features page claims a soft particle feature. I've never seen it used, does anyone know how to implement it?Foda 02:02, 28 April 2010 (EST)

You could try one of the fade functions, or one of the functions not explained, but other than that I don't have a clue, sorry! :[ --Robber9000 02:38, 1 May 2010 (UTC)