[SOLVED]Func_dustcloud not working
Quote from Villethemina on September 25, 2012, 10:02 amSo I'm using a func_dustcloud entity in my map and for some reason all the particles are completely messed up. I've validated hammer and p2 files and double and triple checked all the func_dustcloud settings and have found no answer.
Here's a pic
So basically the particles are using a wood texture(wtf?) instead of the texture they should be using.
So I'm using a func_dustcloud entity in my map and for some reason all the particles are completely messed up. I've validated hammer and p2 files and double and triple checked all the func_dustcloud settings and have found no answer.
Here's a pic
So basically the particles are using a wood texture(wtf?) instead of the texture they should be using.
Quote from Skotty on September 25, 2012, 11:10 amFor me it doesn't has any texture, means pink/black default texture.
I would use func_smokevolume instead. There you can define the material.
For me it doesn't has any texture, means pink/black default texture.
I would use func_smokevolume instead. There you can define the material.

Quote from josepezdj on September 25, 2012, 11:17 am@Villethemina : That brush entity doesn't work in Portal2. If what you want is to have smoke for that fire just use the env_fire entity. If you need that the bottom of that pit look like covered in flames I'd suggest you to use the info_particle_system called fire_incinerator_base (tip: check out how you orientate the entity in hammer to get a horizontal field of flames)
@Villethemina : That brush entity doesn't work in Portal2. If what you want is to have smoke for that fire just use the env_fire entity. If you need that the bottom of that pit look like covered in flames I'd suggest you to use the info_particle_system called fire_incinerator_base (tip: check out how you orientate the entity in hammer to get a horizontal field of flames)
Quote from Villethemina on September 25, 2012, 12:08 pmSkotty wrote:For me it doesn't has any texture, means pink/black default texture.
I would use func_smokevolume instead. There you can define the material.josepezdj wrote:@Villethemina : That brush entity doesn't work in Portal2. If what you want is to have smoke for that fire just use the env_fire entity. If you need that the bottom of that pit look like covered in flames I'd suggest you to use the info_particle_system called fire_incinerator_base (tip: check out how you orientate the entity in hammer to get a horizontal field of flames)Yes!
A lot of useful info.
Also I had env_fires there but they are so small that I had to put a ton of them, which made the game lag way too much so I changed to info_particle_system's
I would use func_smokevolume instead. There you can define the material.
Yes! A lot of useful info.
Also I had env_fires there but they are so small that I had to put a ton of them, which made the game lag way too much so I changed to info_particle_system's