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Defining custom particle effect types - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Editing and Concept Art (https://forums.xonotic.org/forumdisplay.php?fid=11) +--- Thread: Defining custom particle effect types (/showthread.php?tid=7788) |
Defining custom particle effect types - Notavi - 08-05-2018 So, according to a note at the bottom of This reference page on DarkPlaces particle effects. Quote:The Engine now appends mapname_effectinfo.txt to effectinfo.txt. In other words you can create additional effects for your map without changing effectinfo.txtSo, I'm trying to define a new particle effect to use. I'm basically after a large fluffy billowing smoke effect to have emitting from this smoke stack: The pipe_smoke effect kinda looks a little like what I want, though it's a bit thin, small and short-lived for my tastes. Still, I'm using it as a starting point to define my own effects, so I've tweaked it a bit to have larger particles. ~/.xonotic/data/epsilon-b4_effectinfo.txt Code: effect big_stack_smoke Code: "classname" "func_pointparticles" RE: Defining custom particle effect types - Mario - 08-05-2018 The text file needs to be in the maps directory, not data. Tarx is a working reference: https://forums.xonotic.org/showthread.php?tid=1676 RE: Defining custom particle effect types - Notavi - 08-05-2018 Ooh, that was all I needed. A little bit of tweaking and the cooling tower now has steam pouring out ![]() Thanks for your help ![]() |