I'm right next to you on that one! I love my baby, don't regret the purchase for a second. - http://www.amazon.com/gp/product/B00PXYRMPE21:9 master race!!
I would think that a particle outside of the 2048x2048 boundaries would not be rendered because it is outside of the skybox limits and will just be ignored in the void. If you have to increase the 2048x2048 area to include it, I would say just shrink the area you're detailing by x amount of units so it fits inside the area.Quick question, I'm using the stormfront snow particles, but they are huge. If I put the particle entity too close to my building, then the snow and mist shows on the inside. In order for me to have it not clip through the walls, I need to put the entity a couple units outside the 2048x2048 area. I see what you all said about props sticking out, but this is not adding detail outside the size limit, it is purely just trying to adjust how it looks inside the area. Is this allowed?
Its not that the area is to small, its that the particle is too big and clips through windows and walls that you are looking out of. But thanks for the advice, I'm looking into just making my own particle effect that is essentially the same thing, but just smaller. Or maybe a func_precipitation would work.just shrink the area
I remember that there was a way to make it so your particles wouldn't clip through brushes. Lemme do some research and see if I can figure out how that was done. @Psy mentioned it back years ago, it's a bit more expensive, but could be just what you need. Maybe he can fill you in on how he did it!Its not that the area is to small, its that the particle is too big and clips through windows and walls that you are looking out of. But thanks for the advice, I'm looking into just making my own particle effect that is essentially the same thing, but just smaller. Or maybe a func_precipitation would work.
Wow thats really neat. Thanks! However I already decided to just edit the stormfront particles to make their spawn radius smaller so it would fit into the space I have. But now I am having trouble packing it into my bsp. I know how to use Pakrat, and everything else I pack works fine. But I have my PCF packed in my bsp, but it doesnt show up in game and console says "attempted to create/precache an unknown particle ..." I've tried following tutorials, but none of them go in depth. Do I need to edit the manifest text? Do you know about this? If you can tell me how to do this or point me at a tutorial, please do. Thanks.I remember that there was a way to make it so your particles wouldn't clip through brushes. Lemme do some research and see if I can figure out how that was done. @Psy mentioned it back years ago, it's a bit more expensive, but could be just what you need. Maybe he can fill you in on how he did it!
You have to make a particle manifest for TF2 to be able to find it.
https://developer.valvesoftware.com/wiki/Particles_manifest.txt
I prefer the maps\<map name>_particles.txt form, you just have to remember to change it when you update the name of your map.
There's also a bug (or there was at one point, it could be fixed now) where the name of your particle system and the pcf file that contain it cannot be the same name. That is if your file is called myparticles.pcf you cannot have a particle system named myparticles.
You will always get the "attempting to precache unknown particle system" error, even if it shows up just fine in game. It's just a quirk of TF2.
Can't get custom files to work post steampipe
Fix:
1: Make sure you're in the right tf folder
/Steam/SteamApps/<username>/Team Fortress 2/ --- is now obsolete and can be deleted
/Steam/SteamApps/common/Team Fortress 2/ --- is the proper post steampipe TF2 path
2: Make sure you're using the new custom folder
Put all your mods in /Steam/SteamApps/common/Team Fortress 2/tf/custom/
3: Make sure you understand the new system
Here's a reference image for custom hitsounds
DO:
Put .vpk files in custom
Use the folders inside custom exactly like the old /tf/ method of installing mods
Separate your mods so it is easier to remove something that is broken without losing all your other mods!
Put custom directories in custom
e.g. (tf, my_custom_stuff, iliketacos, customhitsound, hoovyreskin, ponymods, fempyroizsexy, etc…)
DONT:
Put folders in /tf/custom that have the same name as a folder in /tf/
e.g. (materials, sounds, cfg, cache, maps, replay, etc…)
Put random files in custom expecting them to magically work
e.g. (you need the proper path for a mod to work just like you did before steampipe)
4: Make sure you don't have Mods that are overwriting each other.
particles_manifest
{
"file" "!particles\nick_stormfront.pcf"
}
Is making multiple spawns stacked on top of each other legal?
This is true, I think they meant to make it 2048x4096? This would offer double the space exactly. Or 3072x3072.Why are you offering more than twice the amount of space to people doing both rooms? 2048x2048 can fit in 4096x4096 4 times
Why are you offering more than twice the amount of space to people doing both rooms? 2048x2048 can fit in 4096x4096 4 times
That's still within 4096 square.Can we do both a spawn room and an intel room in one 2048x2048 maps? I hope its yes, because thats what I've been working/planning on.