1. Post #241
    IceWarrior98's Avatar
    April 2006
    2,207 Posts
    How do you test them in game?

  2. Post #242
    Youme's Avatar
    October 2007
    308 Posts
    IceWarrior98 posted:
    How do you test them in game?
    Bulaba0 posted:
    By observing what other people have asked in the 50 previous posts like this, and following their answers. Next person who asks this should get Ban-slapped for not reading. :P
    What this guy here said.

    In connection with this thread here - http://forums.facepunchstudios.com/s...d.php?t=550481

  3. Post #243
    IceWarrior98's Avatar
    April 2006
    2,207 Posts
    Youme posted:
    What this guy here said.

    In connection with this thread here - http://forums.facepunchstudios.com/s...d.php?t=550481
    He was referring to how people were asking how to get the tool out. I'm asking how to test the particles in game. Your link provides no answer to either question, even though I'm only looking for just one.

  4. Post #244
    Gold Member
    JLea's Avatar
    June 2007
    5,410 Posts
    Jimmy422 posted:

    Valve's unsued particle are awesome.
    Whoa fuck, can you send that to me?

    I want to make a rocket launcher that fires that

  5. Post #245
    chris0132's Avatar
    June 2005
    810 Posts
    I remade the aurora effect from scratch, it's fairly easy actually.

    I need to make some swirling beams next, so I'll post them if they turn out OK.

  6. Post #246
    IceWarrior98's Avatar
    April 2006
    2,207 Posts
    Can no one tell me how you guys test the particles? Seriously, I can't find the commands and the Valve Wiki, from what I've read, doesn't tell you anything about how to implement them for testing.

  7. Post #247
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    Seriously, how do you think it's done.

    Put info_particle_system in map. Give it the right name. Test in game.

  8. Post #248
    IceWarrior98's Avatar
    April 2006
    2,207 Posts
    Ok well I did that, and I have a button to activate it. But nothing is happening?


    I get this in the console:
    Attempting to create unknown particle system 'test_01.pcf'

    Edit:
    Nevermind, I got it to work. But the button doesn't make it work I had to use console commands. The bind h thing the Valve Wiki has on it.

  9. Post #249
    Youme's Avatar
    October 2007
    308 Posts
    For everone wondering about including the new effects they've made in their multiplayer maps there is some good news:

    http://forums.steampowered.com/forum...d.php?t=707777

    Tony Sergi posted:
    I actually wrote some code for this, to load per-map manifests.
    eta unknown ;)
    Tony Sergi posted:
    just like soundscapes, except it would go in the particles folder like the other manifest.

    ie: particles_mapname.txt
    and then you just place the pcf's you've made in there.
    So you make a particles manifest file and add in only your new ones in and then pakrat it in :D The fact he's working on it calls for some small celebration

  10. Post #250
    SaucyWiggles's Avatar
    July 2008
    65 Posts
    ...So I pretty much skipped from page 1 to page 7...
    But I picked up on add "-tools" to any OB game to use the particle editor...
    And that we can't save.


    Is testing in-game and saving now possible?
    I'd like to make a grenade that ruins EVERYONE's shit.
    :D

    Something tornado+fusion-bomby?

  11. Post #251
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    We can save.

    Edit:

    And it's just an effect.

  12. Post #252
    Youme's Avatar
    October 2007
    308 Posts
    SaucyWiggles posted:
    Is testing in-game and saving now possible?
    I'd like to make a grenade that ruins EVERYONE's shit.
    :D
    testing and saving locally is possible but having it on other peoples machines is still not.

  13. Post #253
    kp3
    Gold Member
    kp3's Avatar
    January 2008
    2,986 Posts
    Youme posted:
    testing and saving locally is possible but having it on other peoples machines is still not.
    Wrong, you can open others save and you can pakrat the shit into the map.

  14. Post #254
    Phazonaddict's Avatar
    July 2007
    79 Posts
    Lord Ned posted:
    Why should we waste our time when he needs help that's already been answered by us?
    Multiple times from the first page onwards too. Even multiple times per page.

  15. Post #255
    chris0132's Avatar
    June 2005
    810 Posts




    Not very complex but it looks nice, the particles grow outwards slightly from mid-air, then fall towards the beam and fade out again.

  16. Post #256
    .miniman.'s Avatar
    August 2006
    211 Posts
    That would be great for some sci-fi lighting.

  17. Post #257
    chris0132's Avatar
    June 2005
    810 Posts
    Big glowing beam things isn't sci-fi?

  18. Post #258
    Gold Member

    December 2006
    2,632 Posts
    I can't work out how to get the particles to collide. I've tried using the collision used in the debris for the explosion, but it doesn't work.

    Edit:

    Never mind, I solved it.

  19. Post #259
    Gold Member

    December 2006
    2,632 Posts
    Bah, now the particles_mapname doesn't work.

  20. Post #260
    BillyTalentx's Avatar
    December 2007
    462 Posts
    Popper99 posted:
    Here is a nuke effect I've been working on.

    looks like an emerging shite =D

    cool none the less
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  21. Post #261
    Cobalt16's Avatar
    September 2008
    5 Posts
    How can I get particles to collide with the world properly? I can't seem to get them to do it without bugging out. Maybe i'm just using the wrong options though. What do i set to make them collide with world?

  22. Post #262
    Gold Member
    HiddenMyst's Avatar
    June 2006
    6,615 Posts
    Cobalt16 posted:
    How can I get particles to collide with the world properly? I can't seem to get them to do it without bugging out. Maybe i'm just using the wrong options though. What do i set to make them collide with world?
    Collision via traces.

  23. Post #263
    Cobalt16's Avatar
    September 2008
    5 Posts
    HiddenMyst posted:
    Collision via traces.
    Tell me what i need to set, because it's still going through walls with the default settings.

  24. Post #264
    AlarinTaylor's Avatar
    June 2007
    636 Posts
    Can somone give me step-by-step instructions on how I might take a particular .pcf and replace the explosion effects in GMod?

  25. Post #265
    cpl bradley's Avatar
    August 2008
    378 Posts
    do particles work with the episode 1 engine? im making a mod and i need some particle effects
    also where can i find a tutorial on how to use this tool? i can figure out a single thing :V

  26. Post #266
    Gold Member
    Jimmy422's Avatar
    March 2007
    1,737 Posts
    do particles work with the episode 1 engine? im making a mod and i need some particle effects
    also where can i find a tutorial on how to use this tool? i can figure out a single thing :V
    Orange box only. Also holy cow this thread is old.

  27. Post #267
    the fonix232's Avatar
    March 2009
    1,088 Posts
    I think I'm stucked... I've made some particles, added them to that manifest file, but I still can'T understand that how can I place particles to a map with an info_particle system...

    -In that entity put the name of your particle name into "Particle System Name" field ( not the name of .pcf file).
    What does this mean? I mean, I can't understand where can i find the name of my Particle System?



    Or is that the particle name?
    The one selected in orange? the test_01?

  28. Post #268
    Gold Member
    HiddenMyst's Avatar
    June 2006
    6,615 Posts
    Yes it is the "test_01".

  29. Post #269
    the fonix232's Avatar
    March 2009
    1,088 Posts
    Thanks HiddenMyst!

  30. Post #270
    jangalomph's Avatar
    November 2007
    91 Posts
    Since the last time I was here.. I jumped on particles. 3 years later, I'm on many high end source mods working on tons of particles! -Bump- xD







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  31. Post #271
    Get busy living or Get busy dying..
    Hawx's Avatar
    June 2009
    2,199 Posts
    Since the last time I was here.. I jumped on particles. 3 years later, I'm on many high end source mods working on tons of particles! -Bump- xD







    Very Very Very Nice!

    Mind If I add you on steam? :3:
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  32. Post #272
    jangalomph's Avatar
    November 2007
    91 Posts
    Go right on ahead ^^ just search mah name.


    also some old fireball that I did.
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  33. Post #273
    Get busy living or Get busy dying..
    Hawx's Avatar
    June 2009
    2,199 Posts
    Just add me, My steam is ' conn08 '

  34. Post #274
    Gold Member
    bull04's Avatar
    July 2008
    3,306 Posts
    This thread inspired me to open up Particle Editor and make my own. I made a water leak/stream.
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  35. Post #275
    jangalomph's Avatar
    November 2007
    91 Posts
    Not a bad start :P

  36. Post #276
    Gold Member
    Jimmy422's Avatar
    March 2007
    1,737 Posts
    This thread inspired me to open up Particle Editor and make my own. I made a water leak/stream.
    With some collision and refraction you could make something like I did
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  37. Post #277
    Gold Member
    kaine123's Avatar
    February 2010
    9,421 Posts
    Should this be renamed to the Particle Pimpage Thread-v1?

  38. Post #278
    soccerskyman's Avatar
    October 2009
    4,208 Posts
    With some collision and refraction you could make something like I did
    I remember this! I still haven't seen it included in a map though. D:
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  39. Post #279
    Gold Member
    Firegod522's Avatar
    March 2008
    11,557 Posts
    Too expensive.

  40. Post #280
    Gold Member
    bull04's Avatar
    July 2008
    3,306 Posts
    Too expensive.
    Agree. I tried Jimmy's in my map and if you get too close to the particle, it lags horribly.