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Particles suck for noobs and wiki doesn't help


AluminumHaste

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The wiki says, and I quote:

 

That makes our base, now make a func_emitter and select the particle (for example tdm_leaves_01).

 

And that's it, not HOW to select the particle after creating the emitter. I had to search around the SVN repository for a tree model with an emitter to finally find out that a model key was missing from the func_emitter, by default. 2 HOURS looking for this. God what a waste of fucking time. No where in the any article on the ENTIRE internet does it say that in order to attach a particle to an emitter that the model key needs to be added with the value of the path to the particle. And why isn't the model added by default in the editor, upon creation of a func_emitter entity? Why create a func_emitter entity that doesn't emit anything?

 

Man I'm so angry right now I just want to scream, now I know how you guys feel like, when you work on something for hours and get nowhere. :(

 

/Rant

 

EDIT: I'll add it to the wiki

Also found this:

 

Now in DarkRadiant you should be able to find your new leaf particle when browsing through the particle list.

Now where is this particle list in DarkRadiant?

 

EDIT 2: Wow just found this article:

 

http://wiki.thedarkmod.com/index.php/...s_for_Beginners

Now why isn't this in the tutorial list on the main page and I just found it now for some reason.

 

EDIT 3: Does this make sense for you guys?

 

Now you need to select which particle to use (for example tdm_leaves_01). Select the emitter entity, and open the entity inspector. Right click anywhere in the Property list, and select "Add property...". Select the model folder, and in there select the model property and click Okay. This will bring you back to the entity inspector, now click on the newly created model property. Now two buttons will show up, click on the "Choose Particle" button. Browse through the list to find the particle you want.

I always assumed I'd taste like boot leather.

 

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I understand your frustration, that sounds like a typical work day for me on TDM :laugh:

 

Btw, can you please add a bug to the tracker that says something along the lines "When creating a func_emitter, the user should be prompted to select a particle and this should be stored in the model spawnarg"? Makes no sense to even bother mappers with the details, the editor should know how to do this for them :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Keep in mind that some standard Doom3 stuff like particles isn't necessarily covered in our mod wiki. If you can't figure something out that was in Doom3, be sure to check the Doom3 tutorials at www.iddevnet.com and www.modwiki.net, and even open up a Doom3 map that uses particles to see how they did it.

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  • 2 weeks later...
Btw, can you please add a bug to the tracker that says something along the lines "When creating a func_emitter, the user should be prompted to select a particle and this should be stored in the model spawnarg"? Makes no sense to even bother mappers with the details, the editor should know how to do this for them :)

 

This would require a separate option in the context menu, "Create particle emitter...", which is probably not a bad idea.

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