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 Post subject: tutorial on scaling partilce effects w/o creating a new one
PostPosted: Tue May 17, 2005 9:58 pm 
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Captured the Flag

Joined: Mon Feb 21, 2005 6:07 pm
Posts: 1985
Location: usa/kansas
scaling particle effects without creating a new particle

I stumbled on the trick of scaling some particles the way I want them without creating a new particle

The trick is that alot of the particles and special effects in doom can be found under the materials folder under various entries one I use a lot is the sfx folder it has nice tidbits like reflective glass and lighning

under textures you can find a particles folder as well
but under the materials folder is some hidden gems as well

Simpley create a brush the size you want and depending on the effect you want keep it as a brush or change it to a static mesh

lets say you want a lighning bolt twice as long as normal

make a super skiny square brush as tall as you need and simply apply the lighning particle under sfx etc.....

if you need to trigger the effect off and on simply change your brush to a func_static and target it

for a corner fileld with webbin create a brush and fill it with the webtile decal

to make the brush nonsolid simply add the parameter

solid
0


this will in effect hide and unhide the brush....


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PostPosted: Tue May 17, 2005 11:10 pm 
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picked up 100 armour

Joined: Sat Mar 12, 2005 7:15 am
Posts: 149
There is another way, the way you can scale func_statics, using the rotation key, (1 0 0 0 1 0 0 0 1) you can do the same to the rotation key on the func_emiter :)


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