In this tutorial I will try to explain how to apply a particle system to a model. This isnt a simple lock, it makes the particle system go over the entire model. Not every particle can do this, only ones that were designed to be attached.
In this example we are going to attach the glow effect to the intel that you would see if other players are capturing it. Pictures can be added if you feel they will help.
1. First we are going to make an animation set for the briefcase.mdl model and a set for the particle system player_intel_trail_blue(found in the flag_particle file).
2. Right click on the briefcase in the animation set. We are going to view it in the element viewer by selecting Show in Element Viewer -> Model
3. Once in the element viewer, we are going to hit the "Up" button to go up one level in the chain. [IMG]http://img811.imageshack.us/img811/9746/step1il.jpg[/IMG]
4. Expand the children section, right click on the briefcase_gameModel and select copy.
5. Head back to the animation sets, right click on the particle system, and now go to its element viewer page. "Show in Element Viewer -> Particle System"
6. At the very bottom, right click on controlModels. Go to paste special and click on "Paste as Reference"
If everything worked as it should, then the particle system should be on the briefcase like it would be ingame if you saw someone else take the intel. This can be done to any model, some work better than others, but not all particles.
[QUOTE][IMG]http://img809.imageshack.us/img809/5415/testsbm.jpg[/IMG][/QUOTE]
Edit: Small word of warning. Make sure you delete the reference before you delete the particle system. If you dont then SFM will try to remove the model linked to the particle system as well.
Great tutorial. Now I know how to get players to burn. Here is a very quick/poor example of burning_corpse using this tutorial:
[URL=http://imgur.com/41Kj8][IMG]http://i.imgur.com/41Kj8l.jpg[/IMG][/URL]
Thanks, was wondering how i would get my spy's to disguise.
neat! this should be near the top very useful info
GLados would say:
"you are doing very well!"
Thought I would bump this thread seeing as I'm having an issue in regards to this now...
I want the sandman ball to have the trail it has in-game, after digging around I found that con_trail/ghost_trail in the conc_stars.pcf were most likely what is used for the sandman ball.
I have tried both locking it to the ball, but of course that didn't work, so I assumed I needed to attach it to the model as done in this tutorial. After doing so, however, it does not work. I can attach other particle effects like the intel glow on it, but I just can't get the proper trail particle effect to work. Any ideas?
Oh, YOY!
I can not wait to electrocute de Scout!
...Yeah, it's funnier when you can hear the Sweedish accent.
[QUOTE=GamingPrower;36926438]Thought I would bump this thread seeing as I'm having an issue in regards to this now...
I want the sandman ball to have the trail it has in-game, after digging around I found that con_trail/ghost_trail in the conc_stars.pcf were most likely what is used for the sandman ball.
I have tried both locking it to the ball, but of course that didn't work, so I assumed I needed to attach it to the model as done in this tutorial. After doing so, however, it does not work. I can attach other particle effects like the intel glow on it, but I just can't get the proper trail particle effect to work. Any ideas?[/QUOTE]
The sandman ball effect is a special trail, like the huntsman arrows have. In order to get the rope trail, you'll have to make a new rope particle system and just attach it to the ball on yor own.
Since ropes take a bit of know how to make look good though, you might just want to use a trail of animated sprites that fades over time.
[QUOTE=Chaofanatic;36926817]Oh, YOY!
I can not wait to electrocute de Scout!
...Yeah, it's funnier when you can hear the Sweedish accent.
The sandman ball effect is a special trail, like the huntsman arrows have. In order to get the rope trail, you'll have to make a new rope particle system and just attach it to the ball on yor own.
Since ropes take a bit of know how to make look good though, you might just want to use a trail of animated sprites that fades over time.[/QUOTE]
Ugh, so frustrating trying to get things like this to work. But I'll try and see if I can get something that works decent.
I guess for now I'll just have to make a trail inside of After Effects and study up on rope trails for future use...
[QUOTE=GamingPrower;36927334]Ugh, so frustrating trying to get things like this to work. But I'll try and see if I can get something that works decent.
I guess for now I'll just have to make a trail inside of After Effects and study up on rope trails for future use...[/QUOTE]
I meant make the trail particle system in source and physically parent it to the ball.
I'm having trouble applying the L4D rain impact effects to characters and props, anyone got any ideas?
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