Author Topic: Particle systems.  (Read 3795 times)

Mwa

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Particle systems.
« on: September 11, 2006, 12:12:12 am »
I don't quite get them. Do you give them IDs, or can you only have one per map?
The ejectory things
The mapping guide explains the code, but not how you put them into the radianty thing.
How do it I?

forgive me if my post is odd, I'm kinda high atm. :D
awr.

vcxzet

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Particle systems.
« Reply #1 on: September 11, 2006, 12:50:02 am »
decompile atcs it is great it uses particles plus conditionals

Mwa

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Particle systems.
« Reply #2 on: September 11, 2006, 11:55:46 am »
Quote from: "vcxzet"
decompile atcs it is great it uses particles plus conditionals
but you loose most of the entitiys when you decompile, no?
awr.

whitebear

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Particle systems.
« Reply #3 on: September 11, 2006, 12:43:09 pm »
nope... you don't lose anything... only thing that you might lose is textures.

Lava Croft

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Particle systems.
« Reply #4 on: September 11, 2006, 05:47:34 pm »
Mwa, A particle script is in essence the same as a shader, only it's for particles. Just take a good look at some particle scripts that are crazy
(Uncreation!) and you will get a hang of it. Editor-wise, they are just placed in the map as a misc_particlesystem orso, look in the entities.def file for some more info on that. Writing the particle scripts is a totally different matter though:), according to Catalyc they 'randomly break things', hehe.

whitebear

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Particle systems.
« Reply #5 on: September 12, 2006, 05:34:21 am »
lava... he told that he wants to know how to add it to maps not just the scripting part :/