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 Post #41
 21st February 2008
Gold Member
Zachariah's Avatar
September 2006
1,941 Posts
can we please get strider blood/final magnusson explosion/strider and ministrider vomit ? I'll look up what the effects are if someone tells me how?
 Post #42
 21st February 2008
Major Cooke's Avatar
January 2005
874 Posts
What you may be able to do is manage to have a local timer rapidly repeat each effect after certain amounts of time, that's how I got some things to work. Just map it to a checkbox that says "toggle" so that when you press the button, it activates the timer AND the effect. I don't know why, but the aiming of info_particle_system in hammer is just weird... i think they turned the model 90 degrees to the left and forgot... :P
 Post #43
 21st February 2008
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
Zachariah posted:
can we please get strider blood/final magnusson explosion/strider and ministrider vomit ? I'll look up what the effects are if someone tells me how?
There really isn't a way to look up effects names yet without the particle editor. I have found out some of the tf2 particle effect names though by opening the particle file with a text editor and scanning it for the name.

Edit:

I'll look into finding those effects for you. :D

Edit:

Fadeaway posted:
Two more things: first, are the effects listed the only ones or could the Vortigaunt stuff be thrown in as well? And by loop, does it mean it'll only repeat after the particles disappear? It doesn't appear to work like the emitter delay slider.
I am adding many more effects to the list including the Vortigaunts beam.

Also the looping is for effects that don't last long like a blood squirt. You could make it loop by using the loop function, you just can't have more than one loop going at the moment..
 Post #44
 22nd February 2008
brandon123g's Avatar
January 2007
5 Posts
Nice work except it say max limit reached. How do i fix this?
 Post #45
 22nd February 2008
Gold Member
nVidia's Avatar
February 2006
5,888 Posts
blackops7799 posted:
It's my own construct map with a cool 3d skybox :D

http://img176.imageshack.us/img176/7...opsv500jj1.jpg
Mine is better.

http://forums.facepunchstudios.com/s...d.php?t=482253
 Post #46
 22nd February 2008
LuaPineappl's Avatar
February 2008
8 Posts
Here is 2 things I implemented:
1. Set the effect's "angle" KV to the prop's forward vector. Makes it easier to understand the effect's structure.
2. Added control nodes. Basically I went through all the effects and added an extra field to the table which causes the SENT to spawn oranges which act the the control nodes (1-63/7) for the effect.
I suggest you implement it also.

Edit:

PS: To know if an effect needs a control node check to see if the particles start flying towards 0,0,0.

Edit:

PPS: This was quite useful in previewing thanks, now Genesis looks even better. (I scaled it though so you can't lag servers to death.)

Edit:

Where are the particle enumeration files located?
 Post #47
 23rd February 2008
Gold Member
Captain Comedy's Avatar
January 2005
569 Posts
blackops7799 posted:
There really isn't a way to look up effects names yet without the particle editor. I have found out some of the tf2 particle effect names though by opening the particle file with a text editor and scanning it for the name.

Edit:

I'll look into finding those effects for you. :D

Edit:



I am adding many more effects to the list including the Vortigaunts beam.

Also the looping is for effects that don't last long like a blood squirt. You could make it loop by using the loop function, you just can't have more than one loop going at the moment..
Effects. Have fun adding all of these. ;)

Love,

Captain Comedy

http://developer.valvesoftware.com/w...le_Effect_List

http://developer.valvesoftware.com/w...le_Effect_List

Edit: I'm an idiot. Looking into what effects? Maybe I shouldn't have skimmed the thread.
 Post #48
 23rd February 2008
Gold Member
Zachariah's Avatar
September 2006
1,941 Posts
haha captain comedy, he already has ALL of those. maybe you shoulda tried the stool out first.
 Post #49
 23rd February 2008
Gold Member
Sodisna's Avatar
May 2007
3,396 Posts
I wonder what the other TF2 effects are.
 Post #50
 26th February 2008
qwerty000's Avatar
October 2006
1,729 Posts
Can i change color of this? This would be cool.
 Post #51
 28th February 2008
Gold Member
aVoN's Avatar
December 2005
8,635 Posts
I love to use this tool but could you move this to Render rather than Construction tab?
Just a suggestion, I modify the lua anyway for me :)
 Post #52
 28th February 2008
Gold Member
Sodisna's Avatar
May 2007
3,396 Posts
Source SDK Base Orange Box is released, so maybe they'll release the particle editor. Who knows.
 Post #53
 29th February 2008
Gold Member
Zachariah's Avatar
September 2006
1,941 Posts
used here. at the end
 Post #54
 29th February 2008
Gold Member
Sodisna's Avatar
May 2007
3,396 Posts
What's used at the end of the video?
 Post #55
 8th March 2008
Gold Member
nVidia's Avatar
February 2006
5,888 Posts
michaeldim posted:
This thing is so much fun to play with. I literally sat and tried every single effect. Took hours. My favorite is the Superportal Collapse. I decided to make a video that turned out unexpectedly good when I put it underwater.

I apologize for using Revver, but Youtube won't take it.
http://revver.com/watch/687352
Wow, that is some eye candy, and nice choice with the map too.
 Post #56
 9th March 2008
gangleider's Avatar
November 2007
27 Posts
i need some help,i have garry's mod installed, got all the orange box content(ep2,tf2,portal etc.
but if i for example use the ignite stool i do not see the fire, only the smoke and that is also for the particle effect maker here, is there some console command to fix this because there is no command like sbox_maxparticle or sbox_allowparticle or a command like that.
(and yes i do have the newest version of garry's mod AND i have even tried to reinstall episode two, clean up my entire gmod folder but nothing works,please help me.
Oh and you better send the reply to my steam account as i do not often visit the forums here(steam account is martf16)
if you help me and get it fixed ill make you superadmin on my server!
 Post #57
 10th March 2008
Gold Member
Fadeaway's Avatar
May 2005
8,601 Posts
How's progress going on this?
 Post #58
 10th March 2008
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
Nothing much... I added a text box for when custom effects (if they ever) come out. Cleaned up the particle list a bit to remove broken effects. Don't expect an update anytime soon unless it breaks.

Edit:

I just started working on control points too, but it's not functioning yet.
 Post #59
 11th March 2008
Gibbo's Avatar
August 2006
1,216 Posts
Could you make the particle effect rotate with the emmiter? the ep2 citadel rift is an awesome ship jump effect but i can't rotate it to fit on the front of my ship.
 Post #60
 11th March 2008
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
Should be easily added. I'll see what I can do.
 Post #61
 11th March 2008
Gibbo's Avatar
August 2006
1,216 Posts
blackops7799 posted:
Should be easily added. I'll see what I can do.
Be sure to keep us updated :D
 Post #62
 13th March 2008
Gold Member
Sodisna's Avatar
May 2007
3,396 Posts
Try adding these to the list.

stickybombtrail_red
stickybombtrail_blue
eleporter_red_entrance_disc
teleporter_red_exit
teleporter_red_floorglow
eleporter_blue_entrance_disc
teleporter_blue_exit
teleporter_blue_floorglow
teleported_red
teleported_blue
teleported_flash
teleportedin_red
teleportedin_blue

EDIT: They do work!
 Post #63
 20th March 2008
Gold Member
Antorka's Avatar
August 2006
4,280 Posts
bump, any updates?
 Post #64
 25th June 2008
Gold Member
Larikang's Avatar
November 2005
3,137 Posts
Huge bump, wheee. Could you make it so that the emitters work like the built-in ones so that they are invisible when using the camera tool? It's sort of a pain to manually make them invisible whenever you want to take a screenshot, and then to fumble around with an invisible object when you want to move them again.
 Post #65
 25th June 2008
Dennab
January 2008
7,363 Posts
Can we add those particles we made in particle editor to this?
 Post #66
 29th June 2008
Gold Member
Jimmy422's Avatar
March 2007
4,229 Posts
ray243 posted:
Can we add those particles we made in particle editor to this?
Yes. You have to do a bit of work with the particles manifest file though.
 Post #67
 29th June 2008
DrFattyJr's Avatar
November 2007
977 Posts
Jimmy422 posted:
Yes. You have to do a bit of work with the particles manifest file though.
You actually got them working, how?
 Post #68
 29th June 2008
Dennab
November 2006
1,221 Posts
You do what he just said.


Edit:

And I've taken the liberty of fixing the disabled angular functionality for effects that support it as well as adding control points (hoppers, you drag 'em around, they're the focus).

Edit:


Can your particle system STool do this?
To be fair it is your base code, I just fixed everything and added features. I hate writing things from scratch.
 Post #69
 29th June 2008
Gold Member
Jimmy422's Avatar
March 2007
4,229 Posts
LuaPineapple posted:
You do what he just said.


Edit:

And I've taken the liberty of fixing the disabled angular functionality for effects that support it as well as adding control points (hoppers, you drag 'em around, they're the focus).

Edit:


Can your particle system STool do this?
To be fair it is your base code, I just fixed everything and added features. I hate writing things from scratch.
Actually i lied, i thought it would work, but they refuse to show up. I don't know if i have a broken version or what, but it won't work. Can you use custom ones?
 Post #70
 29th June 2008
Dennab
November 2006
1,221 Posts
Yes. As always you need to write a manifest for them before they can be loaded into the engine.
 Post #71
 30th June 2008
Gold Member
Jimmy422's Avatar
March 2007
4,229 Posts
LuaPineapple posted:
Yes. As always you need to write a manifest for them before they can be loaded into the engine.
I did, it's still not showing up.

Can you link me to yours, i think i might have a broken version.
 Post #72
 30th June 2008
Dennab
November 2006
1,221 Posts
Did you move the pcfs and the manifest to the <steamapps>/<your_username>/garrysmod/garrysmod/particles directory? I'll upload the fixed STool as soon as I have permission from Blackops (if he doesn't want me to upload I'll give the code to him and he can do it).
 Post #73
 30th June 2008
Gold Member
Jimmy422's Avatar
March 2007
4,229 Posts
LuaPineapple posted:
Did you move the pcfs and the manifest to the <steamapps>/<your_username>/garrysmod/garrysmod/particles directory? I'll upload the fixed STool as soon as I have permission from Blackops (if he doesn't want me to upload I'll give the code to him and he can do it).
Yes i did, and thanks.
 Post #74
 11th August 2008
jammupaska's Avatar
July 2008
20 Posts
how do i install this? moving to addons folder?
 Post #75
 30th August 2008
PokemonMaste's Avatar
May 2008
141 Posts
Ever since the Gmod particle update, half of these are now broken.
 Post #76
 1st November 2009
Dennab
August 2008
1,863 Posts
Can you reupload this? I really want to use the Pyro's flamethrower effect but it seems like no other mod can spawn this effect.
 Post #77
 1st November 2009
Gold Member
blackops7799's Avatar
December 2006
2,013 Posts
 Post #78
 1st November 2009
RavMahov's Avatar
August 2008
243 Posts
Cool, thanks. ^^ You could end it, it rox
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