Author Topic: Particle System <solved>  (Read 6871 times)

Emperor Jack

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Particle System <solved>
« on: February 28, 2011, 10:05:17 pm »
Hi guys me again, I was wondering if anyone knew of a tutorial that is simple to understand but yet effectice to making a basic particle system, such as smoke. I am creating a massive missile/rocket in my latest map and Its going to be launched and its going to fly! (eventually but I will make it fly). So I was thinking, a giant rocket that goes up straight into the sky? no no no, it needs to have effect, realisticness (sorry about the grammar), I would like to have smoke pool out of its burners as It launches. But this will only start after its triggered. If anyone can help me to creating this particle system it would be much appreicated.
Your emperor
« Last Edit: March 17, 2011, 11:14:35 pm by Emperor Jack »

swamp-cecil

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Re: Particle System
« Reply #1 on: March 01, 2011, 01:58:47 am »
Hi guys me again, I was wondering if anyone knew of a tutorial that is simple to understand but yet effectice to making a basic particle system, such as smoke. I am creating a massive missile/rocket in my latest map and Its going to be launched and its going to fly! (eventually but I will make it fly). So I was thinking, a giant rocket that goes up straight into the sky? no no no, it needs to have effect, realisticness (sorry about the grammar), I would like to have smoke pool out of its burners as It launches. But this will only start after its triggered. If anyone can help me to creating this particle system it would be much appreicated.
Your emperor
sadly, you cant attach a .particle system to a func_train. I recommend you look in manual.pdf at "particle system" and at some default .particle systems.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

Emperor Jack

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Re: Particle System
« Reply #2 on: March 01, 2011, 02:32:42 am »
Well, I was thinking, set them at times, so it appears to be following the rocket. And so they turn off at times, if thats possible? Can tehy even be triggerable?

Xedoh

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Re: Particle System
« Reply #3 on: March 01, 2011, 12:42:31 pm »
Particle Systems can be turned on/off by targeting them (I don't know if you need to set any special spawnflags or something).

If I understood you right, you want to put a trail of particle systems at the func_trains path. This should work, but it could be hard to get the right timing (so it looks 'natural').
Wisdom starts where knowledge ends.

Emperor Jack

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Re: Particle System
« Reply #4 on: March 01, 2011, 11:43:14 pm »
Yeah lol but I still need to get the hang of wirting particle system codes or even shader codes. They are pretty much the only thing i dont know how to do but im sure i willl master it in the near future. Oh and if you want to see this func_train glitch with my rocket check the latest pages on "random dev shots"

amz181

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Re: Particle System
« Reply #5 on: March 03, 2011, 04:47:38 pm »
Are people going to be riding in the rockets?

UniqPhoeniX

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Re: Particle System
« Reply #6 on: March 03, 2011, 05:32:56 pm »
Particle systems are explained in the manual. If you can get a single particle perfectly following the rocket, you could use the childsystem attribute to attach another particle system to it. Alternatively you could place lots of path corners and have each trigger a particle system.

amz181

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Re: Particle System
« Reply #7 on: March 03, 2011, 06:48:08 pm »
How about using a fog shader? If you make it a dark grey it could look good.

Emperor Jack

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Re: Particle System
« Reply #8 on: March 05, 2011, 01:32:21 am »
No-one will ride the rocket. But can path-corners trigger entities when the func_train moves through them?

Emperor Jack

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Re: Particle System
« Reply #9 on: March 05, 2011, 01:55:45 am »
Ok I tried to put in a particle system, i used the shinynewpariclesystem example. I put it into a text document, renamed to missile.particle, put in scripts folder. I then created the misc_particlesystem and put the pathname in and made a triger for it. When i go ingame it gives me an error ingame: Particle system not registered???? What does this mean?

swamp-cecil

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Re: Particle System
« Reply #10 on: March 05, 2011, 02:50:05 am »
Ok I tried to put in a particle system, i used the shinynewpariclesystem example. I put it into a text document, renamed to missile.particle, put in scripts folder. I then created the misc_particlesystem and put the pathname in and made a triger for it. When i go ingame it gives me an error ingame: Particle system not registered???? What does this mean?
It means you have an error.
Maybe the particle picture you used is invalid?
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

Emperor Jack

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Re: Particle System
« Reply #11 on: March 05, 2011, 07:50:24 am »
I wouldnt know to be honest. Im desperately searching for some answers.

Emperor Jack

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Re: Particle System
« Reply #12 on: March 11, 2011, 05:54:14 am »
I still cant fix the problem? Does anyone know what Partical System not registered error means?

Ingar

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Re: Particle System
« Reply #13 on: March 11, 2011, 03:41:08 pm »
The error means there is no particle system with a name that matches
the psName you used in the misc_particle_system.

The psName in the misc_particle_system should be like:

Code: [Select]
psName particles/mapobjects/vega/smoke
Make sure it matches the name in your particle script:

Code: [Select]
particles/mapobjects/vega/smoke
{
        ejector
        {
            ...
        }
}
« Last Edit: March 11, 2011, 03:42:58 pm by Ingar »

Emperor Jack

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Re: Particle System
« Reply #14 on: March 17, 2011, 11:14:13 pm »
Ok its fixed, thx guys. Now to figure out how to give the particle system colour xD