no way you're going to be
able to afford that many particles on screen, aside normal particles for
whatever else you might want to be doing.
On Sun, Nov 14, 2010 at 4:41 PM, nick seavert atomicpo...@yahoo.com wrote:
Hello,
I'm quite stuck on how to create more optimized rain like left 4 dead 2
Hello,
I'm quite stuck on how to create more optimized rain like left 4 dead 2. I've
gotten to the point where the func_precipitation emits the particle rain_test
A custom particle by me for testing purposes.. Any ways.. I have 2 main
problems. How will i make the splashes? Originally i kept
Does the ASW snow particle have some kind of control point lock on it? What in
it doesn't work for you?
-Nick S.
--- On Sun, 9/19/10, hlcoders-requ...@list.valvesoftware.com
hlcoders-requ...@list.valvesoftware.com wrote:
From: hlcoders-requ...@list.valvesoftware.com
Hello,
I have this code for my new blood particle effect.
This is located in the fx_blood.cpp
ParticleForBlood_t bloodCallbacks[] =
{
{ BLOOD_COLOR_RED, blood_impact_red_01 },
{ BLOOD_COLOR_GREEN, blood_impact_green_01 },
{ BLOOD_COLOR_YELLOW,
Hello,
I'm Nick/Jangalomph and I'm new to C++ coding for the Source Engine, i have 6
months visual basic experience from school. But down to the nitty gritty.
I have this code taken from grenade_ar2.cpp.
What I've made bold are the changes I've made with the help of a noob coder as
myself.
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