11-23-2008
Before a mod bans me, realize this thread was when nobody knew anything, and it's full of morons. Made a new thread for new content.
Go here: http://forums.facepunchstudios.com/s...d.php?t=647698
11-23-2008
Before a mod bans me, realize this thread was when nobody knew anything, and it's full of morons. Made a new thread for new content.
Go here: http://forums.facepunchstudios.com/s...d.php?t=647698
Does this mean we can make anomalies now, comrade? :)
Thank god for this thread
First attempt of fire
An explosion
Another one
Some random thing.
Somebody needs to make a new explosion effect, I hate the current one.
What do you mean? mine is custom. All of that is :raise:JLea posted:
Old video of particles
Is this a tool for Gmod? Sorry for my horrific question...
No, I hear it can work in it. But it is an EP2 tool for now until it is uploaded into SDK list.Qualanx posted:
I got it working, but I have no idea where to find the stuff you guys are doing.
Import GCF's from any OB "orange box game" and look at the examples. Now that is how we learned so you can to. :clint:Specter_Deaf posted:
Made a cool core:
Should make an explosion effect to go with it and put it in a map. (Oh wait, can't save :()
Yea, what a bummer.Jimmy422 posted:
Tornado.
I need to find a way to add twists and curves to it.
Go to that bar. That says properties, render, etc and click the thing that says Force something and click twist around axis. And there you have it. But how did you get this like that? I was trying to make a tornado today.Popper99 posted:
Best particle thing I've seen so far. Keep up the hard work guys!Popper99 posted:
What about my explosions :). I worked hard too :D. But seriously this is getting easier every minute. Me, lordned, popper and jimmy are starting to understand more.djshox posted:
Really, really nice billy bob, I'm looking forward to what you are going to make for biocore :D.
That's what I used to make it. It's made using a fairly high gravity pulling up, the twist around axis, and alpha fade/decay. The tornado is made up of three different part. The base, the outer shell, and the inner. I used the smokegrenade1.vtf and just messed around with the twist speed, color, and alpha. About the curves in the tornado, I wanted to make something that looks similar to this:jangalomph posted:
That's gonna be hard to make!
I tried to make a tornado but it turned out to have fire. I Would like to know how you made it like square there tho?
God, I can't wait for this thing to be mastered! I'm going to start playing around with it real soon here, just got to finish up my current map and I'll jump on the particle editing train too!
Hooray. Now, can anybody explain how the damn thing is opened?
Go to ep2 click properties-set launch options and in there type -tools. Then run ep2, portal or what ever you do it in. I prefer ep2 the best. And it will work like a charm. Just saving is broken on it.Doctor Mamba posted:
Alrighty, thanks yo! Damn shame that I can't save the stuff, though. Guess I'll wait until the feature is fixed before I get too into it.
and if I understand what you guys are saying, once these can be saved, the particle effects can be used in-game? So we could make custom explosion effects and such? That would make me happier than God, you know?
Add the line "-tools" to the launch options of an OB game.Doctor Mamba posted:
:argh:jangalomph posted:
I don't quite understand what you mean. And how did you manage to get fire in there? Did you use an animated material?jangalomph posted:
Well. What I am saying is how did you make the tornado shape "details please :D " And then Yes I use the fire_citizen or something lol. Its same as smoke. and animation time set to 1. I just made a tut on it. In the other forum. Some one asked me to.Popper99 posted:
Wait, I don't understand, how do you set this up?
Go to ep2. Right click it. go to properties. Set launch options. And in there type -tools and then launch ep2 and this will work.cornflakes posted:
These are the properties I used for a basic cyclone shape.jangalomph posted:
Anything I don't have listed there should be left default. Tell me if I missed anything :DCode:Renderers: render_sprite_trail: Default Operators: Movement Basic: gravity: 0 0 150 Alpha Fade and Decay: Default Initializers: Position Within Sphere Random: distance_max: 2 Emitters: emit_continuosly: emission_rate: 500 Forces: twist around axis: amount of force: 50 Additional Properties: material: particle\particle_smokegrenade1.vmt radius: 2 color: 255 255 255 100
Popper99 posted:
Thanks A BUNCH I hope it works. :D
I don't see a tab called launch options, I'm not sure if it's becasue I have Vista.
Edit
Would it be this? Target: ""C:\Program Files\Steam\Steam.exe" -applaunch 420"
That may work. Then once you get in. You click tools or veiw and check particle editor in game. But go to steam games like the actual place where you click. Right click click launch options and in there type -tools.cornflakes posted:
ok thanks, so I just start up ep2 then?
Edit:
Ok I got it to work but I think I'm going to wait for a few tutorials for it, for now. But thanks again.
How do I get those cool blend animation sprites to work?
Arches around then makes tiny electric looking particles randomly on the ground
Small question: can you import those systems in Garry's Mod? Or does Garry need to add support first?
If it was possible to save these, then yeah. It would be very much possible.
Nothing too spectatacular yet. I guess people will ramp it up when we have a working save function.
Once saving particle systems works, you'll be able to use these with the info_particle_system entity, which is workable but less than ideal. Last I talked to Garry, he said he was going to add Lua binds for the new particle engine but he didn't know when.Joerdgs posted:
This will be awesome :uhoh: can't wait to get my good pc fixed :(
Think big explosions, huge smoke trails that can be seen anywhere on the map... the possibilities are endless (or not) It's a damn shame about not being able to save :geno:
I hope they're optimized, particles tend to eat FPS on the lower end systems. But even if they're not, I'll still be loving them. :love:
As long as particle systems are under 1000 particles, they're lagless.nater posted:
More than that, and it gets bad (Rain has 5,000 particles)
Ahh, cool.