1. Post #1
    Gold Member
    Jimmy422's Avatar
    March 2007
    1,737 Posts
    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

  2. Post #2
    Specter_Deaf's Avatar
    March 2008
    44 Posts
    Does this mean we can make anomalies now, comrade? :)

  3. Post #3
    jangalomph's Avatar
    November 2007
    91 Posts
    Thank god for this thread


    First attempt of fire




    An explosion



    Another one



    Some random thing.

  4. Post #4
    Gold Member
    JLea's Avatar
    June 2007
    5,410 Posts
    Somebody needs to make a new explosion effect, I hate the current one.

  5. Post #5
    jangalomph's Avatar
    November 2007
    91 Posts
    JLea posted:
    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:

    Old video of particles
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  6. Post #6
    Qualanx's Avatar
    September 2006
    4 Posts
    Is this a tool for Gmod? Sorry for my horrific question...
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  7. Post #7
    jangalomph's Avatar
    November 2007
    91 Posts
    Qualanx posted:
    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.

  8. Post #8
    Specter_Deaf's Avatar
    March 2008
    44 Posts
    I got it working, but I have no idea where to find the stuff you guys are doing.

  9. Post #9
    jangalomph's Avatar
    November 2007
    91 Posts
    Specter_Deaf 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:

  10. Post #10
    Gold Member
    Jimmy422's Avatar
    March 2007
    1,737 Posts
    Made a cool core:

    Should make an explosion effect to go with it and put it in a map. (Oh wait, can't save :()
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  11. Post #11
    jangalomph's Avatar
    November 2007
    91 Posts
    Jimmy422 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.

  12. Post #12
    Gold Member
    Popper99's Avatar
    September 2006
    119 Posts
    Tornado.



    I need to find a way to add twists and curves to it.
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  13. Post #13
    jangalomph's Avatar
    November 2007
    91 Posts
    Popper99 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.

  14. Post #14
    Gold Member
    djshox's Avatar
    September 2005
    3,953 Posts
    Popper99 posted:
    Tornado.



    I need to find a way to add twists and curves to it.
    Best particle thing I've seen so far. Keep up the hard work guys!

  15. Post #15
    jangalomph's Avatar
    November 2007
    91 Posts
    djshox posted:
    Best particle thing I've seen so far. Keep up the hard work guys!
    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.

  16. Post #16
    CommieTurtle's Avatar
    November 2007
    1,610 Posts
    Really, really nice billy bob, I'm looking forward to what you are going to make for biocore :D.

  17. Post #17
    Gold Member
    Popper99's Avatar
    September 2006
    119 Posts
    jangalomph posted:
    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.
    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:



    That's gonna be hard to make!

  18. Post #18
    jangalomph's Avatar
    November 2007
    91 Posts


    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?

  19. Post #19
    Doctor Mamba's Avatar
    May 2008
    91 Posts
    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?

  20. Post #20
    jangalomph's Avatar
    November 2007
    91 Posts
    Doctor Mamba posted:
    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.

  21. Post #21
    Doctor Mamba's Avatar
    May 2008
    91 Posts
    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?

  22. Post #22
    Gold Member
    Popper99's Avatar
    September 2006
    119 Posts
    Doctor Mamba posted:
    Hooray. Now, can anybody explain how the damn thing is opened?
    Add the line "-tools" to the launch options of an OB game.

    jangalomph posted:
    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.
    :argh:

    jangalomph posted:


    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?
    I don't quite understand what you mean. And how did you manage to get fire in there? Did you use an animated material?

  23. Post #23
    jangalomph's Avatar
    November 2007
    91 Posts
    Popper99 posted:
    Add the line "-tools" to the launch options of an OB game.


    :argh:



    I don't quite understand what you mean. And how did you manage to get fire in there? Did you use an animated material?
    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.

  24. Post #24
    cornflakes's Avatar
    March 2008
    641 Posts
    Wait, I don't understand, how do you set this up?

  25. Post #25
    jangalomph's Avatar
    November 2007
    91 Posts
    cornflakes 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.

  26. Post #26
    Gold Member
    Popper99's Avatar
    September 2006
    119 Posts
    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.
    These are the properties I used for a basic cyclone shape.

    Code:
    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
    Anything I don't have listed there should be left default. Tell me if I missed anything :D

  27. Post #27
    jangalomph's Avatar
    November 2007
    91 Posts
    Popper99 posted:
    These are the properties I used for a basic cyclone shape.

    Code:
    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
    Anything I don't have listed there should be left default. Tell me if I missed anything :D

    Thanks A BUNCH I hope it works. :D

  28. Post #28
    cornflakes's Avatar
    March 2008
    641 Posts
    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"

  29. Post #29
    jangalomph's Avatar
    November 2007
    91 Posts
    cornflakes posted:
    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.

  30. Post #30
    cornflakes's Avatar
    March 2008
    641 Posts
    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.

  31. Post #31
    Gold Member
    HiddenMyst's Avatar
    June 2006
    6,614 Posts
    How do I get those cool blend animation sprites to work?

  32. Post #32
    Gold Member
    Aptann's Avatar
    March 2005
    260 Posts

    Arches around then makes tiny electric looking particles randomly on the ground

  33. Post #33
    Gold Member
    Joerdgs's Avatar
    July 2005
    372 Posts
    Small question: can you import those systems in Garry's Mod? Or does Garry need to add support first?

  34. Post #34
    Gold Member
    Aptann's Avatar
    March 2005
    260 Posts
    If it was possible to save these, then yeah. It would be very much possible.

  35. Post #35
    Gold Member
    smurfy's Avatar
    October 2007
    21,536 Posts
    Nothing too spectatacular yet. I guess people will ramp it up when we have a working save function.

  36. Post #36
    Terrible Moderator
    mahalis's Avatar
    January 2007
    990 Posts
    Joerdgs posted:
    Small question: can you import those systems in Garry's Mod? Or does Garry need to add support first?
    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.

  37. Post #37
    Gold Member
    SenorJose's Avatar
    December 2007
    825 Posts
    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:

  38. Post #38
    Gold Member
    nater's Avatar
    July 2007
    1,339 Posts
    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:

  39. Post #39
    Gold Member
    Jimmy422's Avatar
    March 2007
    1,737 Posts
    nater posted:
    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.

    More than that, and it gets bad (Rain has 5,000 particles)

  40. Post #40
    Gold Member
    nater's Avatar
    July 2007
    1,339 Posts
    Ahh, cool.