Discussion in 'Mapping Questions & Discussion' started by Kraftwerk, Oct 8, 2009.
How does one go about making an Egypt like torch?
Made a quick tutorial, included the .vmf at the end. What i did was just for show, you can modify the keyvalues on indivual entites as you please / whats suited to you specifically.
this screenshot shows 2 torches. The torch on the right just has an info_particle_system with the particle system keyvalue set as burning torch.
The torch on the left has the same as the torch on the right, but has an env_smokestack aswell, to give that bit more realism.
this next screenshot shows a standing torch, i have moved the info_particle_system and env_smokestack up a bit, maybe too far, but it was just for testing ect. Trying out different positioning ect.
The last one is of the same standing torch, but showing the trigger_hurt i also added in action to simulate being burnt when yo go near the flame (or in my case, on it lol)
Finally, vmf of the above setup for you to look at.
was just thinking, you could add (maybe) an env_sprite to make it slightly more realistic or have a light entity behind the torch coloured orange aswell., but ill leave that down to yo.
Thanks, I always wondered how to make those.
1. Can I scale this up to massive sizes
2. Can I make it ignite things
You cant get the individual torch / effect to ignite anything directly. However, you can use a combination of inputs/outputs and triggers to get other particle effects to light up once a specific condition is met.
i cant think off the top of my head atm, but id imagine Boojum can give you the best possible help =]
And about scaling the effect up? Also: Can you get me a list of particle systems?
Yeah you can scale the height, width ect of the effect
Im not to sure of a list tho :/
I did everything you said, but the effect won't appear in the game world OH WAIT i should dl your vmf *facepalms*
TF2 particles lists:
1) [ame="http://forums.tf2maps.net/showthread.php?t=4379"][INFO] TF2 Particles List - TF2Maps.net[/ame]
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