Yeah that is entirely not even what I was talking about. I mean in seriously
real scenes. That are actually detailed. When you start putting particles
together with moderately detailed scenes things get a little tough.
Eventually you'll have to balance both out.
Also running multiple children
The particle engine for Source 2007 blows. Theres 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
Source Engine 2007 Rain with Rain
like L4D2
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Message-ID:
aanlktik54l+uk+0d8wyicoxy8r5rauuwtfqv2gy4w...@mail.gmail.com
Content-Type: text/plain; charset=ISO-8859-1
The particle engine for Source 2007 blows. Theres
... The particle system in 2007 is nearly identical to L4D's.
The system was created for Orange Box.
Now, if you're referring to the code based particle system.. that's been
there since HL2 shipped.
-Tony
On Wed, Nov 17, 2010 at 6:08 AM, nick seavert atomicpo...@yahoo.com wrote:
This is
What particle artist did in my mod (Empires) was huge cloud of water
particles always attached to local player. It contains mist, drops and
splashes. Splashes use raytracing to hit the ground and show up there.
It's similar to particle benchmark rain that I saw somewhere on
youtube.
On Wed, Nov
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like
L4D2
... The particle system in 2007 is nearly identical to L4D's.
The system was created for Orange Box.
Now, if you're referring to the code based particle system.. that's been
there since HL2
: [hlcoders] Replacing Source Engine 2007 Rain with Rain like
L4D2
... The particle system in 2007 is nearly identical to L4D's.
The system was created for Orange Box.
Now, if you're referring to the code based particle system.. that's been
there since HL2 shipped.
-Tony
On Wed, Nov 17, 2010
On Wed, Nov 17, 2010 at 6:53 AM, Cory de La Torre gear@gmail.com wrote:
Yeah it's nearly identical in functionality Tony, but definitely not in
perf. The last time I went and did impact based particle systems for gunfire
it didn't work out so well (*This of course included general particles
http://www.youtube.com/watch?v=j-1Jxc3dyAo
That's with framerate limited to 30 but on this very simple map I get
around 200 FPS and 1 muzzle/impact effect drops FPS by ~10.
___
To unsubscribe, edit your list preferences, or view the list archives,
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
10 matches
Mail list logo