The New Particle Effects in 1.0


05-03-2003, 11:22 AM
Ok, I might have missed someone clarify this one but hey I thought I'd make a post for everyone who's puzzled like me.

In 1.0, when you shoot certain textures they have their own particle gibs type effect, e.g if you shoot snow a little puff of snow will shoot up. You all know what I mean.

What I want to know is how does this work? Is there a file a little like a .rad file that defines what a texture does when shot. Or what?

The reason I ask this is becuase when I compiled my map with some grass textures from xerents wad file, the old dod bullet hit sprite came up when I shot the grass.

kthx

05-03-2003, 11:43 AM
you have to load the wad "hlbasics" and use the textures in there. There is a leaf texture and a few others, like sandbags. Just make a regualr brush and put the "leaf" texture on the outside. Now turn the brush into a func wall and set its properties so its invisible. When you load up the game shoot where your brush is at and leaves will fly out, YAY!

05-03-2003, 10:33 PM
Does anyone know how to get the new particle_shooter to work right? I thought it was supposed to be for shooting smoke, and it has a key for "sprite", but when you try to look for a sprite, it limits your choices to models.

Kamikazi!
05-03-2003, 10:37 PM
There is actually a materials.txt for regular textures to do particle FX. Do not modify it because it has a limit on the textures allowed. You can however make a special wad that uses the same names in the materials.txt, but make sure to compile with

-nowadtextures.

Kamikazi!
05-03-2003, 10:38 PM
Originally posted by Majestic 12
Does anyone know how to get the new particle_shooter to work right? I thought it was supposed to be for shooting smoke, and it has a key for "sprite", but when you try to look for a sprite, it limits your choices to models.

Just type *.* in the models directory (when the window that lets you select a file) and hit enter. Then change over to your sprites folder.

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