Particles

From The DarkMod Wiki
Revision as of 23:47, 20 October 2007 by Fidcal (talk | contribs) (New page: ''written by Fidcal'' == Introduction == Particles are VERY flexible - they can function as rain, snow, falling leaves, oscillating leaves and foliage, smoke, mist, flame, trickling san...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

written by Fidcal


Introduction

Particles are VERY flexible - they can function as rain, snow, falling leaves, oscillating leaves and foliage, smoke, mist, flame, trickling sand, trickling water, drips, waterfall, spray, fountain - anything that can be made up of particles, big or small, fast or slow.

There are already many particle effects available to the Dark Mod mapper. This tutorial is just the basics of how to get particle effects, new or old, into your mission...


Getting Particle effects into your game

First, all that is assumed is you know the essentials described in Dark Radiant Must Know Basic Intro

Like so many things - it's easy when you know how. Let me describe by example. Say you want to have some smoke coming out of a chimney in your mission...

  • Create an entity func_emitter
  • Add the property : model
  • If you select the model property then you see two buttons at the bottom - Choose Model and Choose Particle.
  • Note that 'Choose Model' does not assign a model or models to be emitted such as a leaf or snowflake (see Particle Editor) No, if you choose model then it just assigns a visible model shape to the entity in the normal way. I guess one could use a chimney pot in our example but the particle effect would have to be customised to line up so we shall create a separate particle effect and just place it over a chimney. Depends on what you are doing whether you need a model at the position of the particle effect. You would also save on entities if you assigned a model to the func_emitter itself.
  • So instead of model select the Choose Particles button
  • Select a particles effect. For a chimney smoke there are a couple of Doom ones - admin_hall_smk_cone.prt and mc2_hall_smk_cone.prt though they are a little bright (but could be modified in the Particles Editor and resaved as a new particles effect.) There are also a couple of Dark Mod ones - chimney_smoke1.prt and chimney_smoke2.prt at this time. Other DM stuff is under tdm_ but it's worth exploring the whole list to see what is available.
  • All that remains is to position your func_emitter over a chimney.

That will give you a start. Try out some of the others so you see what is available and what is possible and then you can move on to more advanced stuff...


Creating Your Own Particle Effects

You can create your own particle effects - or even easier - modify existing ones. To do this read Particle Editor.