Talk:Func smokevolume

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Revision as of 09:26, 23 August 2009 by Keyonte0 (talk | contribs) (Performance: new section)
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Hmm ... this doesn't seem to work in TF2. At any rate, I've tried a whole bunch of different textures for both the brush and for the particles, both knee-deep and covering-the-entire-hallway versions, multiple brushes for one func_smokevolume, then one brush per entity, and nothing seems to work. Or at least, it only sometimes works, and there doesn't seem to be any consistency. Can anyone else confirm this, or figure out what's wrong? —Yar Kramer 21:27, 29 Aug 2008 (PDT)

Try using the particle system instead. --JakeB 22:25, 29 Aug 2008 (PDT)
That's, um, not particularly helpful. How should I "use the particle system instead"? For one thing, func_dustcloud doesn't do what I want and func_dustmotes don't work either; for another, there's no "knee deep in fog" option in List of TF2 Particles. If I were to make my own particle set, how would I include it with my map? With "particles_mapname.txt"? And why should I have to go out of my way to do something convoluted when all I want is the precise intended effect of the brush entity which this article is about? —Yar Kramer 10:33, 30 Aug 2008 (PDT)


Doesn't it take a severe hit to performance to use smoke as fog? Or is this the only method available in the engine? Keyonte0 16:26, 23 August 2009 (UTC)