Problem with func_dustcloud
Quote from Pilchardo on March 3, 2013, 6:00 pmI was really after more of a constant layer of mist than intermittent puffs but I do like the fact that the colour of env-dustpuff can be adjusted. I might give it a whirl. Cheers!
I was really after more of a constant layer of mist than intermittent puffs but I do like the fact that the colour of env-dustpuff can be adjusted. I might give it a whirl. Cheers!
Quote from FelixGriffin on March 3, 2013, 6:05 pmSymlink your Portal 2 and Alien Swarm particles folders and you can use AS's particle editor. That one works.
Symlink your Portal 2 and Alien Swarm particles folders and you can use AS's particle editor. That one works.
Quote from Lpfreaky90 on March 3, 2013, 7:28 pmFelixGriffin wrote:Symlink your Portal 2 and Alien Swarm particles folders and you can use AS's particle editor. That one works.It does, but they will only work if they're separate parts; if the particle is either in a vpk and if the particle manifest is updated. Which is impossible with a bsp. You'll have to add the files manually.
It does, but they will only work if they're separate parts; if the particle is either in a vpk and if the particle manifest is updated. Which is impossible with a bsp. You'll have to add the files manually.
Quote from reepblue on March 3, 2013, 9:07 pmjosepezdj wrote:The func_dustcloud is broken in Portal2. Try using a fog_volume altogether with a fog_controller instead.I'm sure that if you look up what the func_dustcloud loaded as it's sprite, you can fix it. But this is not 2004, particles and fog volumes are less expensive anyway.
I'm sure that if you look up what the func_dustcloud loaded as it's sprite, you can fix it. But this is not 2004, particles and fog volumes are less expensive anyway.
The more you give, the less appreciated it will be received.

Quote from josepezdj on March 4, 2013, 2:54 amreepblue wrote:I'm sure that if you look up what the func_dustcloud loaded as it's sprite, you can fix it. But this is not 2004, particles and fog volumes are less expensive anyway.Hmmm... but this entity does not have a keyvalue like "Sprite name" or something like that, like the env_sprite entity... I guess that the sprite it uses is hard-coded into the entity, so how could I fix this? should I edit the entity itself using Visual Studio or something like that? if that's the case then I can't do
Lpfreaky90 wrote:Even if you can get the particles in portal 2, you can't pack them into the bsp =/can't you? I thought you actually can, as this tutorial explains... but I haven't created a custom particle yet to pakrat it and check.
Hmmm... but this entity does not have a keyvalue like "Sprite name" or something like that, like the env_sprite entity... I guess that the sprite it uses is hard-coded into the entity, so how could I fix this? should I edit the entity itself using Visual Studio or something like that? if that's the case then I can't do
can't you? I thought you actually can, as this tutorial explains... but I haven't created a custom particle yet to pakrat it and check.
Quote from FelixGriffin on March 4, 2013, 8:07 amNope, not in games with NCFs.
Nope, not in games with NCFs.
Quote from TopHATTwaffle on March 4, 2013, 11:36 amLook for the particle file that it is pointing to. I had this issue with the func_dustmotes entity. All I did was copy the texture from Half-Life's Particle folder. Hope this helps.
Look for the particle file that it is pointing to. I had this issue with the func_dustmotes entity. All I did was copy the texture from Half-Life's Particle folder. Hope this helps.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from reepblue on March 5, 2013, 5:00 amjosepezdj wrote:Hmmm... but this entity does not have a keyvalue like "Sprite name" or something like that, like the env_sprite entity... I guess that the sprite it uses is hard-coded into the entity, so how could I fix this? should I edit the entity itself using Visual Studio or something like that? if that's the case then I can't doIf you look at func_dust.cpp in the 2007/ASW solution, it will help you see what it is loading.
- Code: Select all
void CFunc_Dust::Precache()
{
PrecacheMaterial( "particle/sparkles" );
}It is spawned a function above this with:
- Code: Select all
SetModel( STRING( GetModelName() ) );
Under Spawn()
As TopHATTwaffle already mentioned, this can be fix porting the materials/particle texture over. Some things in Portal 2 that are broke are just missing resources since Portal does not load the main source gcfs. Again, particles in the end are a better choice, they use less memory and looks better then a coded effect!

If you look at func_dust.cpp in the 2007/ASW solution, it will help you see what it is loading.
- Code: Select all
void CFunc_Dust::Precache()
{
PrecacheMaterial( "particle/sparkles" );
}
It is spawned a function above this with:
- Code: Select all
SetModel( STRING( GetModelName() ) );
Under Spawn()
As TopHATTwaffle already mentioned, this can be fix porting the materials/particle texture over. Some things in Portal 2 that are broke are just missing resources since Portal does not load the main source gcfs. Again, particles in the end are a better choice, they use less memory and looks better then a coded effect!
The more you give, the less appreciated it will be received.

Quote from josepezdj on March 5, 2013, 6:13 amThankks Doug and Reep for the answers.
reepblue wrote:Again, particles in the end are a better choice, they use less memory and looks better then a coded effect!Yeah might be... but learning this kind fixes is very interesting to me nonetheless
Thankks Doug and Reep for the answers.
Yeah might be... but learning this kind fixes is very interesting to me nonetheless