-- [ 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

