Source Filmmaker

Source Filmmaker

Impact particles (automatic gunfire)
Hi all,

I was wondering what would be the best way to simulate automatic gunfire striking a wall? I've had a look through the impact particles, but a lot of them seem a bit too slow for what I need.
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I think your best bet would be to find one that's close, and then modify the speed and etc to what you want. You should be able to do that in the particle editor.
Bop 2. Juni 2014 um 3:42 
Don't forget the decal.
How exactly do you increase the speed of a particle puff?

And by decals, do you mean adding bullet holes, etc?
Bop 3. Juni 2014 um 0:09 
Yup
So does anyone know how to speed up the speed of a particle puff? I'm kind of at a loss of how to do it. Thanks in advance.
R234 6. Juni 2014 um 20:49 
Show the particle system in the element viewer and increase its time scale value.
Bop 7. Juni 2014 um 2:53 
Ursprünglich geschrieben von R234:
Show the particle system in the element viewer and increase its time scale value.
Or you could just right click the particle system in the animation set editor and edit it.
Ursprünglich geschrieben von R234:
Show the particle system in the element viewer and increase its time scale value.

Sorry for the stupid question, but where exactly is the time scale value in the particle editor tool?

Ursprünglich geschrieben von ClintonM0 | C::
Ursprünglich geschrieben von R234:
Show the particle system in the element viewer and increase its time scale value.
Or you could just right click the particle system in the animation set editor and edit it.

When you say this, do you mean selecting 'Instance particle system' in the right click menu, and then editing the particle in the element viewer?

Are there any advantages to doing it this way, as opposed to creating a copy of the PCF file and editing the particle there?

And would any changes done to the particle in the element viewer of a SFM project be carried over to other projects (i.e. would the changes made in the element viewer to a particle be permanent, or just applied to that particular particle animation set)?
instancing means the particle is edited for that save only. good if you just need one thing for that one project. but if you want a permanent one you have to use the particle editor and save it there (or copy and duplicate, whatever)
Bop 7. Juni 2014 um 18:03 
It's "Edit Start/Stop times" or something along those lines (can't remember). There's no technical advantage of doing it this way other than the fact that you don't need to tamper with the element viewer.
Zuletzt bearbeitet von Bop; 7. Juni 2014 um 18:04
Ok, thanks for the replies.

However, increasing the timescale only speeds up the particle (which is what I originally asked for). However, I think what I actually need is for the particle to repeat continuously, while minimising the time between repetitions (make it almost 0). Does anyone know how I could go about this?
Bop 7. Juni 2014 um 21:21 
I think you'll need to tamper around with the Particle Editor (or the element viewer) for this.
Ok, I'll have a play around.

How exactly do I add decals/bullet holes? From what I understand of decals, they only show up during gameplay, while I am not using that feature. Do they have to be reset each time, or will they only show up when required?
So does anyone know how I can add bullet holes, etc?

And I've tried playing around with the impact particles to get make them go faster. For some reason, the puffs in HL2 particles go off continuously and quickly when viewed in the particle editor tool. But when used in the actual SFM project, the puff only goes off once, even when the lifetime is increased. Any ideas why?

Thanks in advance.
Bop 14. Juni 2014 um 6:56 
I'm a little confused about what you're doing here. Bullet collision is made with a particle effect (e.g. chipping some wood off due to impact) and a decal. The particle effect is only meant to go off once per bullet. Multiple bullets will require multiple particle systems.
Zuletzt bearbeitet von Bop; 14. Juni 2014 um 6:58
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Geschrieben am: 1. Juni 2014 um 22:47
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