How do you test them in game?
How do you test them in game?
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.Youme posted:
Whoa fuck, can you send that to me?Jimmy422 posted:
I want to make a rocket launcher that fires that
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.
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.
Seriously, how do you think it's done.
Put info_particle_system in map. Give it the right name. Test in game.
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'
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.
For everone wondering about including the new effects they've made in their multiplayer maps there is some good news:
Tony Sergi posted: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 celebrationTony Sergi posted:
...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.
We can save.
And it's just an effect.
testing and saving locally is possible but having it on other peoples machines is still not.SaucyWiggles posted:
Wrong, you can open others save and you can pakrat the shit into the map.Youme posted:
Multiple times from the first page onwards too. Even multiple times per page.Lord Ned posted:
That would be great for some sci-fi lighting.
Big glowing beam things isn't sci-fi?
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.
Never mind, I solved it.
Bah, now the particles_mapname doesn't work.
looks like an emerging shite =DPopper99 posted:
cool none the less
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.Cobalt16 posted:
Tell me what i need to set, because it's still going through walls with the default settings.HiddenMyst posted:
Can somone give me step-by-step instructions on how I might take a particular .pcf and replace the explosion effects in GMod?
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
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...
Or is that the particle name?
The one selected in orange? the test_01?
Yes it is the "test_01".
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
Go right on ahead ^^ just search mah name.
also some old fireball that I did.
Just add me, My steam is ' conn08 '
This thread inspired me to open up Particle Editor and make my own. I made a water leak/stream.
Not a bad start :P
Should this be renamed to the Particle Pimpage Thread-v1?