Can I make the model in a DModelPanel have a Particle effect attached?
Attaching the particle effect to DModelPanel.Entity just puts it on the invisible model that's being used to draw the DModelPanel, but it doesn't actually show up in the modelpanel.
If not, is there any way I can display just the effect in a model panel and overlay it onto another model panel?
[QUOTE=Handsome Matt;45498249]yes, but you'll need to draw the particle effect manually, [URL="https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/vgui/dmodelpanel.lua#L89"]take a look at how DModelPanels actually work[/URL].[/QUOTE]
So how exactly can I draw the particle effect into the model panel instead of into the world?
Calling ParticleEffect in the DrawModel() method causes an infinite number of them to spawn in the world, I assumed this would happen. The render library doesn't seem to have anything regarding particles, and Entity:CreateParticleEffect only spawns them into the world as well.
[QUOTE=Handsome Matt;45499458]Oh. You won't be able to do it with Orange Box particles I'm afraid, simply no way to manipulate them it seems.[/QUOTE]
That's really disappointing :/
When you say OrangeBox do you mean to say I could do it with other particles?
You could use CLuaParticleEmitter.
[QUOTE=G4MB!T;45503291]You could use CLuaParticleEmitter.[/QUOTE]
Could you give me a pointer as to how I would use a particle emitter to draw on a derma panel?
Bumping this, still unable to figure out how I would use a CLuaParticleEmitter to draw TF2 particles on a DModelPanel.
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