I've been working on a HLDM (HL1, not HL2) map that is based on a Dark Forces II map called Death's Dome by Juztyn, it was in the Massassini Temple Pack 3. In the center of the dome was the equivalent to a trigger_push, it was a particle fountain that pushed you up and out of the dome.
I've got the trigger_push done all right, and it works well. But what is missing is the 'special effect' that went with it; particles streamed upward to indicate the presence of the trigger_push. I want to know how to simulate that effect in Half Life.
I've tried using a rain texture and 'additive', and flipping it upside down with a func_conveyor. This had a nice effect, but there was a 'shadow wall' - you could see the darkness around the rain where the rest of the brush is. I tried playing with some sprites, but I couldn't get any of them to look attractive. I'd like to somehow use the gauss gun particles to stream upward.
Any ideas?
1
Re: Particle Fountain?
Posted by Anomaly on Tue Dec 16th at 4:06pm 2008
Posted by Anomaly on Tue Dec 16th at 4:06pm 2008
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Re: Particle Fountain?
Posted by G4MER on Tue Dec 16th at 7:18pm 2008
Posted by G4MER on Tue Dec 16th at 7:18pm 2008
Can you turn shadows off in properties of the object?
Re: Particle Fountain?
Posted by Anomaly on Wed Dec 17th at 6:03am 2008
Posted by Anomaly on Wed Dec 17th at 6:03am 2008
It's not producing an actual shadow from a light source. The black part of the brush is still slightly visible, using Additive/100. If I set it too low, the brush disappears entirely, and bringing it up where the 'rain' is visible makes the rest of the black areas appear.
I will try to post a picture if that doesn't explain what I'm talking about.
I will try to post a picture if that doesn't explain what I'm talking about.
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Re: Particle Fountain?
Posted by Anomaly on Wed Dec 17th at 4:18pm 2008
The 'shadow curtain' is what is plaguing me, at least on this method of trying to generate a particle fountain.
If anyone has any ideas on creating a particle fountain using the square dots from a grenade explosion, or using the glowing parts from a gauss, I'd much rather use that method.
I tried a env_shooter, but it wouldn't stream continuously.
The settings on it are Additive with 75 as the FX amount. If I go lower, you can't see anything. If I go higher, it makes it more opaque. Am I missing something? The latest ZHLT or something?
Posted by Anomaly on Wed Dec 17th at 4:18pm 2008
The 'shadow curtain' is what is plaguing me, at least on this method of trying to generate a particle fountain.
If anyone has any ideas on creating a particle fountain using the square dots from a grenade explosion, or using the glowing parts from a gauss, I'd much rather use that method.
I tried a env_shooter, but it wouldn't stream continuously.
The settings on it are Additive with 75 as the FX amount. If I go lower, you can't see anything. If I go higher, it makes it more opaque. Am I missing something? The latest ZHLT or something?
Anomaly
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Re: Particle Fountain?
Posted by Anomaly on Wed Dec 17th at 7:58pm 2008
Posted by Anomaly on Wed Dec 17th at 7:58pm 2008
I think I've figured out why the shadow curtain is happening; it seems endemic to the texture, IE it isn't 'true black'. I set the top to the 'black' texture from the HL wad, and that works just fine.
I'd still like suggestions for generating other effects along this line, however.
I'd still like suggestions for generating other effects along this line, however.
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Re: Particle Fountain?
Posted by tnkqwe on Sat Dec 20th at 10:13am 2008

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Posted by tnkqwe on Sat Dec 20th at 10:13am 2008
The Fountain can be a func_conveyor moveing up,ending with some smoke.I mean something like this:


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Re: Particle Fountain?
Posted by G4MER on Sat Dec 20th at 10:32am 2008
Posted by G4MER on Sat Dec 20th at 10:32am 2008
There is a way to create your own particle effects. I am having a hard time finding the data on that at the moment. Maybe RIVEN or AARON can clue us in on it a bit more.
Re: Particle Fountain?
Posted by fishy on Sat Dec 20th at 3:11pm 2008
Posted by fishy on Sat Dec 20th at 3:11pm 2008
I tried to get my head around the particle editor, but it was like trying to wrestle a large deranged octopuss.
http://developer.valvesoftware.com/wiki/Category:particle_System
Maybe someone with more experience of code can figure it out better than I could.
I give up. I tried all sorts of ways of posting the link, but even using the 'code' tags, it still doesn't work right.
[Edited by Riven =link should work now]
http://developer.valvesoftware.com/wiki/Category:particle_System
Maybe someone with more experience of code can figure it out better than I could.
I give up. I tried all sorts of ways of posting the link, but even using the 'code' tags, it still doesn't work right.
[Edited by Riven =link should work now]
Re: Particle Fountain?
Posted by tnkqwe on Sat Dec 20th at 5:40pm 2008

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Posted by tnkqwe on Sat Dec 20th at 5:40pm 2008
When adding the link,just add the code for
between the words "Category" and "article"
between the words "Category" and "article"tnkqwe
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Re: Particle Fountain?
Posted by Riven on Sun Dec 21st at 5:22am 2008
I think I fixed it. Just use the url tags as normal but make sure that the 'P' in Category:particle isn't capitalized otherwise it will think it's an emoticon and screw up the code.
If I'm not mistaken, I don't think the Goldsource engine has compatibility with the new particle editor introduced with the Orangebox version of the SDK. This is the Half-Life editing forum and not the Half-Life 2 editing forum correct?
I don't know much about how the Goldsource engine goes about emitting particles, but to make a transparent texture work as a particle you must make any completely transparent parts of the texture (particle) completely black.
The new particle editor in Source has systematized the process of creating functional good-looking particles. I haven't been able to make anything worth mentioning yet, but based on my playing around with it, it's somewhat straight-forward. And here is a tutorial for it already! Particle Editor @ Interlopers

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Posted by Riven on Sun Dec 21st at 5:22am 2008
Quoting fishy
I give up. I tried all sorts of ways of posting the link, but even using the 'code' tags, it still doesn't work right. smiley
I think I fixed it. Just use the url tags as normal but make sure that the 'P' in Category:particle isn't capitalized otherwise it will think it's an emoticon and screw up the code.
Quoting Muhnay
There is a way to create your own particle effects.
If I'm not mistaken, I don't think the Goldsource engine has compatibility with the new particle editor introduced with the Orangebox version of the SDK. This is the Half-Life editing forum and not the Half-Life 2 editing forum correct?
I don't know much about how the Goldsource engine goes about emitting particles, but to make a transparent texture work as a particle you must make any completely transparent parts of the texture (particle) completely black.
The new particle editor in Source has systematized the process of creating functional good-looking particles. I haven't been able to make anything worth mentioning yet, but based on my playing around with it, it's somewhat straight-forward. And here is a tutorial for it already! Particle Editor @ Interlopers
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