Hey there. I'm extending the emitter Stool with more particle effects as at the moment it's a bit small.
I've fixed the smoke Garry made, it now correctly fades in and out.
At the moment I have some variations of smoke, fire & sparks and muzzleflashes.
I need ideas and advices if anyone is interested in this.
Changelog
Fixed Garry's generic_smoke - Correctly fades in and out.
Added clean white smoke trail - rockets?
Added tiny smoke trail - Can be used as a cig smoke or a gun barrel smoke.
Added cannon muzzleflash - Can be probably used for cannons/tanks whatever you wish.
[media]http://www.youtube.com/watch?v=d4poQFdLq6M[/media]
There's no download at the moment as I need to know if anyone cares :P
Added more particle effects. The density nicely corresponds to the delay slider.
[video=youtube;43xYACMCGus]http://www.youtube.com/watch?v=43xYACMCGus[/video]
Cool, release it.
Does it emit particle system particles?
[QUOTE=HiddenMyst;38221284]Does it emit particle system particles?[/QUOTE]
Yes, you can't customize them through lua, but they look fine.
Nice work so far.
Maybe you could introduce a regular muzzleflash emitter? By regular, I mean a muzzleflash particle emitter of a size that would be suitable for various rifles, SMGs, pistols etc.
Hm I can make more muzzleflash presets, how about that?
[QUOTE=Failure;38238705]Hm I can make more muzzleflash presets, how about that?[/QUOTE]
Well, I only really talked about a muzzleflash that would fit man-portable weaponry, so I guess I wouldn't mind if you were to simply take an existing preset, and alter the size parameters.
[sp]A preset for 'splosions would be nice too[/sp]
Could come in handy, I like it, gonna keep an eye on this.
Yeah at the moment there is a tank sized muzzle, a medium which would be good for a 20 mm gun? I'll add a small sized muzzle too. As for explosions I'm adding a few too. Any ideas though?
I'd get this, for designing effects for other addons and gamemodes.
[QUOTE=psycix;38261465]I'd get this, for designing effects for other addons and gamemodes.[/QUOTE]
I think you don't understand what it does. It's the normal emitter stool with presets made by me :P
They can be of course editted in an orangebox particle editor, but it'd be easier for you to make them yourself :P
Ahhh ok. Well I'd still get it to look at your effects source and learn a thing or two about creating goodlooking effects :)
Would you mind making a kind of chimney smoke particle? The current smoke particles belong in a factory smokestack. A somewhat thin, black and/or white smoke column.
It's a shame that the normal muzzleflashes have been removed. I hope to see a download for this.
For a suggestion, perhaps re-add the blood splat (The particles you see when you hit an npc) to the emitter.
I've currently taken a whack at putting back in the particles that I normally use. Mainly the muzzleflashes and bloodimpact. I've tracked down the original entries in the emitter tool in Gmod 12 and made a sort of hotfix to the emitters that came with the game. It took me a while to figure out the Lua to make the entries that I've added into gmod_emitter while using the original as a reference and translating it to the newer Lua code. Through trial and error, I've managed to get the three emitters that I work with most of the time in working order.
[IMG]http://i.imgur.com/VNAZH.png[/IMG]
(My sample is a bit different since I'm using a different muzzleflash and blood impact textures)
Here is the segment that I've added into my gmod_emitter (Though I had to change some things within emitter.lua just so it can recognize the additions). Feel free to use these or make any needed changes.
[code]
list.Set( "EffectType", "muzzle",
{
print = "Muzzleflash",
material = "gui/effects/muzzleflash.png",
func = function( ent, pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos + angle:Forward() * 5 )
effectdata:SetAngles( angle )
effectdata:SetScale( 1 )
util.Effect( "MuzzleEffect", effectdata, true, true )
end
});
list.Set( "EffectType", "muzzlebig",
{
print = "Muzzleflash (Big)",
material = "gui/effects/muzzleflashbg.png",
func = function( ent, pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos + angle:Forward() * 5 )
effectdata:SetAngles( angle )
effectdata:SetScale( 2 )
util.Effect( "MuzzleEffect", effectdata, true, true )
end
});
list.Set( "EffectType", "bloodimpact",
{
print = "Blood Impact",
material = "gui/effects/bloodimpact.png",
func = function( ent, pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
util.Effect( "Bloodimpact", effectdata, true, true )
end
});
[/code]
Yeah that's what I'm pretty much doing, though I'm using only the particle effects, no lua particles :P
Most people won't care either way, the only thing that matters is this getting released.
[QUOTE=Piett;38304052]I've currently taken a whack at putting back in the particles that I normally use. Mainly the muzzleflashes and bloodimpact. I've tracked down the original entries in the emitter tool in Gmod 12 and made a sort of hotfix to the emitters that came with the game. It took me a while to figure out the Lua to make the entries that I've added into gmod_emitter while using the original as a reference and translating it to the newer Lua code. Through trial and error, I've managed to get the three emitters that I work with most of the time in working order.
(My sample is a bit different since I'm using a different muzzleflash and blood impact textures)
Here is the segment that I've added into my gmod_emitter (Though I had to change some things within emitter.lua just so it can recognize the additions). Feel free to use these or make any needed changes.
[/QUOTE] Sorry for the bump but I don't suppose you could post the whole emitter.lua file you use? I don't know much about coding lua and I miss the muzzleflash emitter.
So I'm slightly unsure. Are these particle effects new additions to Source or ones that are just currently only accessible by using console to edit emitter effects?
[QUOTE=matt000024;38488452]So I'm slightly unsure. Are these particle effects [b]------->new<-------[/b] additions to Source or ones that are just currently only accessible by using console to edit emitter effects?[/QUOTE]
This could be really cool, I would want it.
Make a explosion emitter please.
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