Source custom particles in maps and spritesheet VTF tutorial
2 replies, posted
As promised, I have made a video tutorial on custom particles in source maps and the process of creating your own multi-sequence "spritesheet" VTFs. This should work across all source 2009 games (although I have only done it with TF2 & CSS).
I had to split the tutorial into 2 videos so be sure to check out both parts. This whole thing will cover:
-Basic creation of a custom spritesheet VTF
-Basic particle creation & using "sequences"
-Placing particle systems in hammer
-Putting it altogether in PAKRAT
And lastly bonus content I have included in the 2nd video description & links to relevant valve wiki documentation for if you want to go further.
[media]http://www.youtube.com/watch?v=EC8Pn3SmiGQ[/media]
[media]http://www.youtube.com/watch?v=UlPyseMTrXA[/media]
First time I have attempted a video tutorial, hope its understandable & informative.
Really helpful. It used to be a mystery to me how particles are created.
Yeah custom particlework is something very few people do, so I thought Id give people at least some kind of introduction. Also ever since CS:S went to Source 2009 engine, I felt this can help people add some really great stuff to their new maps.
Sorry, you need to Log In to post a reply to this thread.