--
[ Picked text/plain from multipart/alternative ]
Well I wouldn't really have the faintest idea where to start, so I'd really
appreciate a hand :)

On 1/31/07, Minh <[EMAIL PROTECTED]> wrote:
>
> Yea, it's really easy to set up and saves A LOT of time not having to
> restart your game everytime you make a code change.
> Lemme know if you need help setting it up.
>
> ----- Original Message -----
> From: "Matt Stafford" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Tuesday, January 30, 2007 4:35 PM
> Subject: Re: [hlcoders] Particle prototyping
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Didn't realize there was such a thing :P
> > I'll have a read into it, thanks.
> >
> > On 1/31/07, Minh <[EMAIL PROTECTED]> wrote:
> >>
> >> 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
> >> >
> >>
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
> > Matt Stafford (Wraiyth)
> > http://wraiyth.freesuperhost.com
> > 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
> >
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
Matt Stafford (Wraiyth)
http://wraiyth.freesuperhost.com
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

Reply via email to