• Particles visible through walls
    7 replies, posted
Started to mess around with effects some and noticed that my particles were visible through walls and props. I know this is probably a newbie thing but I've never messed with this before. Any ideas why this might be or how I can prevent or fix it?
The only thing that I can think of that could cause something like this would be some kind of ignore z parameter. Basically it tells the game to draw effects over everything else. If you see cam.IgnoreZ(some boolean here) in your script, then that's probably what's causing your problem. Simply remove the code from your script and you should be in good shape. If you do not see this in your script, then it would be most helpful if you could post a segment of your script.
Or the material you are using has the $ignorez flag set.
[QUOTE=Wizard of Ass;41249642]Or the material you are using has the $ignorez flag set.[/QUOTE] I have this same problem as well, how do you change flags?
Post the code you are using first.
[QUOTE=Swiftone;41251426]I have this same problem as well, how do you change flags?[/QUOTE] You need VTFEdit or even notepad will do. Then you open the .vmt file for the texture you're using and remove the $ignorez line or just set it to 0. But this is pointless if you're using a base game texture unless you include the new .vmt in your addon, assuming you're going to publish whatever you're doing. But if there isn't an $ignorez line in the texture you're using, then there must be something in your code.
It was in the material I was using, Thank you
Sorry i tried to keep it short and sweet, please lmk if you need more code. [code] function ENT:Initialize() local centr = self.Entity:GetPos() local em = ParticleEmitter(centr) self.part1 = em:Add("effects/strider_muzzle",centr) self.part2 = em:Add("effects/strider_bulge_dudv_dx60",centr) self.part3 = em:Add("effects/combinemuzzle2_dark",centr) self.part1:SetDieTime(100000) self.part1:SetLifeTime(0) self.part1:SetStartSize(25) self.part1:SetEndSize(25) self.part2:SetDieTime(100000) self.part2:SetLifeTime(0) self.part2:SetStartSize(25) self.part2:SetEndSize(25) self.part3:SetDieTime(100000) self.part3:SetLifeTime(0) self.part3:SetStartSize(25) self.part3:SetEndSize(25) em:Finish() end function ENT:Draw() self.Entity:DrawShadow( false ) local centr = self.Entity:GetPos() self.part1:SetPos(centr) self.part2:SetPos(centr) self.part3:SetPos(centr) end [/code]
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