Env_smokestack

Discussion in 'Mapping Questions & Discussion' started by Ze Inspector, Mar 26, 2008.

  1. Ze Inspector

    Ze Inspector L1: Registered

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    Hey all, I'm trying to get some flowing steam coming out of some vents in my map. Looking through the dev pages it looked like Env_smokestack was my best option for the result. Most of the parameters are pretty self explanatory but I'm having difficulty with WindAngle. What should the integer look like? and x and y integer? also this doesn't seem to account for a downward direction, which is something else that I want to happen. Anyone have any experience with this thing, or is there another entity I should be using?


    Valve:
    I should note, that I used it before in another section of the map, as an actual smokestack and got it to look good enough, but my needs there weren't as specific.
     
  2. Paria

    Paria L5: Dapper Member

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    Last edited: Mar 26, 2008
  3. Fyfey

    Fyfey L2: Junior Member

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    It seems like the XY plane will just be the speed of the wind in either 2D direction. Try setting 10 on each and seeing if it comes off at 45 degrees maybe?

    As there seems to be no Z option for vertical direction... have you tried physically rotating the entity in hammer? Maybe that will have the desired effect

    If you use the info_particle_system there are a few different kind of smoke to choose from...
    ^ You can also aim this where you want (just point it in the direction in hammer). And have a trigger to turn it on or off.

    Fyfey :mellow:
     
    Last edited: Mar 26, 2008
  4. Ze Inspector

    Ze Inspector L1: Registered

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    I'll definitely check out that info_particle_system, that white billowy steamship is the look I'm going for.

    I did actually try the 10 10, but it seemed to just puff up where it was, although maybe my wind speed wasn't high enough.
     
  5. Ze Inspector

    Ze Inspector L1: Registered

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    Ok, so I've been playing around with some of these that you mentioned, including Env_steam. Seems like each one has its own limitations. The info_particle_system looks good and runs smoothly, but it doesn't look like you can modify them at all. Can you?

    The Env_steam is heavily tailorable but I can't seem to get it to come out anything but black (yes, I've selected many different colors in the option.) and it's also really taxing on my computer when I run it in game. Like unbelievably so when you run through it. I've tried reducing the number of particles but it still slows down a lot when you get close.

    I'm fairly satisfied with the info_particle_system but I'd like to know what env_steam properties should look like so that it runs good.
     
  6. MangyCarface

    aa MangyCarface Mapper

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    I've used this extensively. env_smokestack's windspeed angle refer to the direction in degrees you want the wind to blow if you're looking at it from above in the xy plane.
     
  7. Paria

    Paria L5: Dapper Member

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    env_steam by default will get its colour from its surroundings, if you check the other tabs - i think its the flags there a tick box that makes it ignore the surroundings and makes it the colour you specify (probably looking for some kind of whitish translucent effect i guess )- sorry i cant be more exact - work pc :D

    edit,

    Flags
    1 : Emissive - Use the value specified in the rendercolor keyvalue. (If not checked, it will instead get the rendercolor from the environment.)
     
  8. Ze Inspector

    Ze Inspector L1: Registered

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    I'll check that out. I think I might put together a little test map with a variety of the different effects in it. Going through and re-rendering my whole, almost completed map takes way to long. If I do, I'll be sure to post it so others can reference it as well.
     
  9. Paria

    Paria L5: Dapper Member

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    the only problem you'll get with with a test map is that the env_steam will look white if you use dev textures for the level (i went though the exact same stumbling block as to why the steam was black) :D

    i'd recommend using the cordon tool if you just need to check out a small area of your map compiled. Its such a handy little tool for loooking at specifics.