Basically It’s Marisa’s “Master Spark” spellcard (from Touhou SWR) re-done in GMod. Not perfectly, it does no damage, it’s just for the visuals.
(I don’t actually know exactly which kind of spark it is)
I don’t think I’d continue with other spellcards, it was only an experiment with GMod particles.
But I’ll leave the thread open here for impressions. If this has some potential I could look into pursuing it.
Thanks for the link (although I already had them :o).
Though, you can understand I can’t possibly use single-purpose cropped sprites for 2D plane usage. I had to do a some improvisation on the particle effect (example on the screenshot I gave out) so that generic effects can render any other type of volumetric effect on the 3D space.
So I’ve piled up several generic white-and-colourable sprites for use (Ring::Blur, Ring::Aura, Disc::Blur, Disc::Aura, Arch::Aura, Spellcard::Unique). Then I improvise with these effects to render something very close to the original, WHILE working on the 3D plane viewed from any angle.
Straightline laser are multiple Disc::Blur with a long length shrinking, Blast is an unique reiterated Arch::Aura, there are several Disc::Blur for volumetric love-couloured fog (multiple colors are blended together sparkling every frame), Disc::Aura for the blue sparklings and white lights from the spellcaster hands, Ring::Aura for the rings at the middle, …
So instead of one bland sprite for the effects, I actually have to combine lots of generic (because it wouldn’t actually look any good otherwise, it would look like some texture was applied on a surface and nothing more).
Main problem here is that the density of the effect (explosion of light from additive values) highly depend on the framerate : If the player can’t maintain a framerate over 12 FPS at any time, the effect can decrease in intensity (that what actually happened in Source Recorder : While playtesting, the effect was desired (we could see the volumetric fog around it), while when Source Recording, the effect was overintense because I designed the effect while working on a slow-specs computer. So when I reversed the effect, the volumetric fog didn’t show up enough in Source Recorder, and it shows up even less in-game).