Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread nick seavert
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

[hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-14 Thread nick seavert
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

Re: [hlcoders] hlcoders Digest, Vol 31, Issue 19

2010-09-19 Thread nick seavert
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

[hlcoders] Red Blood decals for new blood type, and Making normalized vectors for impact effects.

2010-01-04 Thread nick seavert
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,   

[hlcoders] Coding particle effects into explosions using PCF's and more.

2009-11-28 Thread nick seavert
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.