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Problem with func_dustcloud

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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!

Symlink your Portal 2 and Alien Swarm particles folders and you can use AS's particle editor. That one works.

Falsi sumus crusto!
FelixGriffin 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.

josepezdj 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.

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reepblue 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.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Nope, not in games with NCFs.

Falsi sumus crusto!

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. :)

Happy Mapping

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http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
josepezdj 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 do :)

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!

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.

Thankks Doug and Reep for the answers. :thumbup:

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 :wink:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
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