• Particle System Mayhem
    3 replies, posted
Okay, so for the past three days I've been trying to make a particle system in HL2, and I haven't been able to get it to function in-game despite looking everywhere. The error: [CODE]Attemped to precache unknown particle system "wtf"! Compact freed 528384 bytes Attempting to create unknown particle system 'wtf' [/CODE] I have EP2 and CS:S .vpks in the hl2\ directory, but the original game is vanilla Half-Life 2. The map name is "gm_desp". I followed this tutorial: [url]https://developer.valvesoftware.com/wiki/Creating_A_Fire_Particle[/url], named my particle "wtf". I have extracted the particles folder from its vpk. I have tried all the following things: 1) I made my own particle_manifest.txt entry with "particles/test.pcf". 2) I changed the entry to "!particles/test.pcf". 3) Renamed the particle from "fire_test" to "wtf" in case there's some sort of naming issue. 4) Moved particle "wtf" to extracted "error.pcf" because maybe Source doesn't like loose files. 5) Made a particle manifest called "particles_manifest_gm_desp.txt" that contains a single definition "particles/test.pcf" 6) Made the definition "!particles/test.pcf" 7) Copied "particles_manifest_gm_desp.txt" into every single folder and sub-folder in my hl2 directory (you can see how desperate I'm getting at this point). There's one thing that works in the slightest, and that's when I start HL2 in particle editor mode. If I make a copy of "wtf", change it to "wtf2", change the info_particle_system's "Particle System Name" to "wtf2" and reload, it loads up the resource in game and displays the particle. However, it forces mat_fullbright 1, and when I try to make it mat_fullbright 0, it crashes the game. I'm at wit's end here. Halp D:
Usually it has to be named the same as the map. [url]https://developer.valvesoftware.com/wiki/Particles_manifest.txt[/url] Probably need to check here. [quote] particles\particles_manifest.txt maps\<map name>_particles.txt (per-map) particles\<map name>_manifest.txt (per-map)[/quote] However. [quote]The per-map manifest options may not work in Portal, Ep2, Garry's Mod, HL2 or old OB mods.[/quote] The issue you're experience is because the vpks comes first in lines of textures/models/sourds, so you have to make a work around. [quote]Source 2007 usage Due to the recent Steampipe update, particles now require VPK intergration. This is because the VPK takes priority over non-VPK files, so the VPK's manifest will always overwrite your own. This is a relatively simple procedure. To fix this issue, create a "custom" folder in your game's root folder, alongside maps, materials etc. Inside Custom, create a folder, with any name you wish. Place the particle manifest into this folder, under "/custom/*folder*/particles/particles_manifest.txt" Then, drop and drag the named folder onto vpk.exe, located within the game's bin folder. For Half Life 2, this is located in "common/Half Life 2/bin/vpk.exe" Please note, with this method, you are re-overwriting the manifest. It is highly advised to add to the original manifest of the game, rather than to recreate your own![/quote]
[QUOTE=Firegod522;49197552]Usually it has to be named the same as the map. [url]https://developer.valvesoftware.com/wiki/Particles_manifest.txt[/url] Probably need to check here. However. The issue you're experience is because the vpks comes first in lines of textures/models/sourds, so you have to make a work around.[/QUOTE] [sub]... oops.[/sub] It's silly what you overlook when you're used to pre vpk mapping and flustered. Thanks.
The per-map manifest DOES work in Garry's Mod using the one in the maps/ folder.
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