For what it's worth, I managed to get quick results by using the continue-edit feature in the MS Visual Studio debugger. I could tweak the variables for my particle emitter and see my results in a matter of seconds. Do you know how to use the continue-edit feature?
----- Original Message ----- From: "Matt Stafford" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Tuesday, January 30, 2007 4:50 AM Subject: [hlcoders] Particle prototyping
-- [ Picked text/plain from multipart/alternative ] Hi all, I'm starting to get into working on particle effects as of late. Just got a quick question to either Valve or anyone else who has had experience with particle creation - what is the easiest/best way to be able to prototype and test effects instead of 'tweak param and recompile' or use a bunch of ConVars? I've seen in a few files an EXPOSE_PROTOTYPE_EFFECT as well as references to IPrototypeAppEffect. So is there an external app that Valve used to easily prototype particles? Reason I ask is that the other engine I mod on has a fantastic particle system where everything can be done in the editor using a simple modifier-esque system, and then in the preview window you can see your changes. Particle development in any other manner now seems tedious, so I'm hoping there is another method Valve have used. Thanks all, Matt -- Matt Stafford (Wraiyth) NightFall HL2 Mod - http://nightfall.nigredostudios.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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