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Game: Half-Life: Other...
Added Mon May 2nd 2005

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This map has a discussion topic which can be visited here

Set around a train yard. Looks too much like a Counter-Strike level right now, and needs level layout fixing.

*map abandoned


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0 starsPosted by Riven on Sun Dec 21st 2008 at 5:22am

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
0 starsPosted by tnkqwe on Sat Dec 20th 2008 at 5:40pm

When adding the link,just add the code for smiley between the words "Category" and "article"
0 starsPosted by fishy on Sat Dec 20th 2008 at 3:11pm

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. smiley

[Edited by Riven =link should work now]
0 starsPosted by G4MER on Sat Dec 20th 2008 at 10:32am

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.
0 starsPosted by tnkqwe on Sat Dec 20th 2008 at 10:13am

The Fountain can be a func_conveyor moveing up,ending with some smoke.I mean something like this:
0 starsPosted by Anomaly on Wed Dec 17th 2008 at 7:58pm

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.
0 starsPosted by Anomaly on Wed Dec 17th 2008 at 4:18pm



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?
0 starsPosted by G4MER on Wed Dec 17th 2008 at 6:16am

Please do..
0 starsPosted by Anomaly on Wed Dec 17th 2008 at 6:03am

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.
0 starsPosted by G4MER on Tue Dec 16th 2008 at 7:18pm

Can you turn shadows off in properties of the object?
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