Extra Particle Effects?

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ROFLsnakes

L2: Junior Member
Apr 24, 2012
72
5
I know you can use hl2,and I think some CSS particle effects in tf2.I've looked over the particle effect list and can't find what I'm looking for. I've seen little dust motes mixed with a glow under lamps and i'm curious about how these are achieved.Also is there somewhere I can get extra particle effects. For example, like a rolling fog effect for only a certain area?

Thanks
 

tyler

aa
Sep 11, 2013
5,102
4,621
Well, let's look.

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On 2fort (and every other map you see this on) they use func_dustmotes.

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It's just a brush entity with some basic keyvalues. This is also what is used for the fire effects in Meet the Engineer, by the way.

As for rolling fog--no. There's no way to optimize the particle effect for it. At all. That's why when you look back through 5 years of TF2 and every Source mod and game, you don't see rolling fog anywhere, at all, period. You can do it. You just don't want to.
 
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ROFLsnakes

L2: Junior Member
Apr 24, 2012
72
5
alright cool, didn't realize that was an actual brush,but pretty neat to know that.Figured it would be a particle effect.yeah didn't think the fog would be possible but was hoping for something like that for when a door opens releasing cold air into warm.Not going to go to in-depth then.
 

xzzy

aa
Jan 30, 2010
815
531
You could probably fake it with a carefully built particle system that fires when you open the door, but I have doubts it will ever look anything more than a cheap hack.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Come to think of it, I have yet to see any engine where smoke, steam, or fog in large quantities doesn't have visible clipping where it intersects with the polygon mesh. Short of replacing the particle based method with a post-processing one, I'm not sure it could be done.
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
Come to think of it, I have yet to see any engine where smoke, steam, or fog in large quantities doesn't have visible clipping where it intersects with the polygon mesh. Short of replacing the particle based method with a post-processing one, I'm not sure it could be done.

The ballon particles don't clip with map geometry
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
That's what they want you to think.

Never trust a balloon...