Re: Particle Fountain?
Posted by Anomaly on
Tue Dec 16th 2008 at 4:06pm
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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?
Re: Particle Fountain?
Posted by G4MER on
Tue Dec 16th 2008 at 7:18pm
G4MER
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Can you turn shadows off in properties of the object?
Re: Particle Fountain?
Posted by Anomaly on
Wed Dec 17th 2008 at 6:03am
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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.
Re: Particle Fountain?
Posted by Anomaly on
Wed Dec 17th 2008 at 7:58pm
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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.
Re: Particle Fountain?
Posted by G4MER on
Sat Dec 20th 2008 at 10:32am
Posted
2008-12-20 10:32am
G4MER
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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.