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Particle systems.

Started by Mwa, September 11, 2006, 12:12:12 AM

Mwa

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

decompile atcs it is great it uses particles plus conditionals

Mwa

Quote from: vcxzetdecompile atcs it is great it uses particles plus conditionals
but you loose most of the entitiys when you decompile, no?
awr.

whitebear

nope... you don't lose anything... only thing that you might lose is textures.

Lava Croft

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

lava... he told that he wants to know how to add it to maps not just the scripting part :/