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Thread: [E2] Particle Extension

  1. #11
    Wire Sofaking jacoby6000's Avatar
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    Default Re: [E2] Particle Extension

    UPDATE

    Added function
    Code:
    R = particlesList()
    Quote Originally Posted by Garrysmod View Post
    Warning: You're trying to render in the wrong place. This doesn't play nice with multi-core rendering, so we're not going to let you draw here.
    I'm not stupid!
    In [his] experience that was a sentence never to be uttered except to prove its own inaccuracy
    --Orson Scott Card

  2. #12
    Wirererer sk89q's Avatar
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    Default Re: [E2] Particle Extension

    There is already an extension that uses particle() btw. I don't know if any signatures collide however.
    Tabbed Prop Spawn Menu
    My Website, KAF's Anime Music



    Build: F6 quick save, PewPew, interactive tutorial system, custom tools
    Wire: UWSVN, High Speed Snapshot Viewer, EGPv3, bunch of Wiremod fixes
    E2: Prop Core, Constraint Core, Entity Core, holoModelAny(), applyPlayerForce(), etc.
    We have modified and rewritten a number of our addons.

  3. #13
    Ursus maritimus Drunkie's Avatar
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    Default Re: [E2] Particle Extension

    I remember an older E2 extension that did exactly this (I used it on my old server), but the thread is lost somewhere in the forums.

  4. #14
    Wirererer sk89q's Avatar
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    Default Re: [E2] Particle Extension

    That other one was a bit different. This one lets you make your own effects, whereas the other one let you run premade effects (either effects made using the methods that this extension is using or Orange Box particles).

    The other one: http://www.wiremod.com/forum/wiremod...em-loader.html

    It had a fair number of problems though, so I rewrote it from scratch a while back.
    Tabbed Prop Spawn Menu
    My Website, KAF's Anime Music



    Build: F6 quick save, PewPew, interactive tutorial system, custom tools
    Wire: UWSVN, High Speed Snapshot Viewer, EGPv3, bunch of Wiremod fixes
    E2: Prop Core, Constraint Core, Entity Core, holoModelAny(), applyPlayerForce(), etc.
    We have modified and rewritten a number of our addons.

  5. #15
    billywitchdoctor.com Whosdr's Avatar
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    Default Re: [E2] Particle Extension

    Zshelly sent me a list earlier. I haven't looked through the whole thread, but I'll post it.

    Code:
    effects/blooddrop
    effects/bloodstream
    effects/laser_tracer
    effects/select_dot
    effects/select_ring
    effects/tool_tracer
    effects/wheel_ring
    effects/base
    effects/blood
    effects/blood2
    effects/blood_core
    effects/blood_drop
    effects/blood_gore
    effects/blood_puff
    effects/blueblackflash
    effects/blueblacklargebeam
    effects/blueflare1
    effects/bluelaser1
    effects/bluemuzzle
    effects/bluespark
    effects/bubble
    effects/combinemuzzle1
    effects/combinemuzzle1_dark
    effects/combinemuzzle2
    effects/combinemuzzle2_dark
    effects/energyball
    effects/energysplash
    effects/exit1
    effects/fire_cloud1
    effects/fire_cloud2
    effects/fire_embers1
    effects/fire_embers2
    effects/fire_embers3
    effects/fleck_glass1
    effects/fleck_glass2
    effects/fleck_glass3
    effects/fleck_tile1
    effects/fleck_tile2
    effects/fleck_wood1
    effects/fleck_wood2
    effects/fog_d1_trainstation_02
    effects/gunshipmuzzle
    effects/gunshiptracer
    effects/hydragutbeam
    effects/hydragutbeamcap
    effects/hydraspinalcord
    effects/laser1
    effects/laser_citadel1
    effects/mh_blood1
    effects/mh_blood2
    effects/mh_blood3
    effects/muzzleflash1
    effects/muzzleflash2
    effects/muzzleflash3
    effects/muzzleflash4
    effects/redflare
    effects/rollerglow
    effects/slime1
    effects/spark
    effects/splash1
    effects/splash2
    effects/splash3
    effects/splash4
    effects/splashwake1
    effects/splashwake3
    effects/splashwake4
    effects/strider_bulge_dudv
    effects/strider_muzzle
    effects/strider_pinch_dudv
    effects/strider_tracer
    effects/stunstick
    effects/tracer_cap
    effects/tracer_middle
    effects/tracer_middle2
    effects/water_highlight
    effects/yellowflare
    effects/muzzleflashX
    effects/ember_swirling001
    shadertest/eyeball
    sprites/bloodparticle
    sprites/animglow02
    sprites/ar2_muzzle1
    sprites/ar2_muzzle3
    sprites/ar2_muzzle4
    sprites/flamelet1
    sprites/flamelet2
    sprites/flamelet3
    sprites/flamelet4
    sprites/flamelet5
    sprites/glow03
    sprites/light_glow02
    sprites/orangecore1
    sprites/orangecore2
    sprites/orangeflare1
    sprites/plasmaember
    sprites/redglow1
    sprites/redglow2
    sprites/rico
    sprites/strider_blackball
    sprites/strider_bluebeam
    sprites/tp_beam001
    sprites/yellowflare
    sprites/frostbreath
    sprites/sent_ball
    .siht daer ot gniyrt emit detsaw ev'uoY

  6. #16
    Wire Sofaking jacoby6000's Avatar
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    Default Re: [E2] Particle Extension

    Thanks Whosdr.

    Is anybody going to use this on their server? It would be nice to have some wide spread useage so that we can get the bugs taken care of quickly.
    Quote Originally Posted by Garrysmod View Post
    Warning: You're trying to render in the wrong place. This doesn't play nice with multi-core rendering, so we're not going to let you draw here.
    I'm not stupid!
    In [his] experience that was a sentence never to be uttered except to prove its own inaccuracy
    --Orson Scott Card

  7. #17
    Wirererer sk89q's Avatar
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    Default Re: [E2] Particle Extension

    It's on sandbox.stramic.com:27015

    Seems to send umsgs if someone spams particleGravity() and such.
    Tabbed Prop Spawn Menu
    My Website, KAF's Anime Music



    Build: F6 quick save, PewPew, interactive tutorial system, custom tools
    Wire: UWSVN, High Speed Snapshot Viewer, EGPv3, bunch of Wiremod fixes
    E2: Prop Core, Constraint Core, Entity Core, holoModelAny(), applyPlayerForce(), etc.
    We have modified and rewritten a number of our addons.

  8. #18
    Wire Sofaking jacoby6000's Avatar
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    Default Re: [E2] Particle Extension

    Quote Originally Posted by sk89q View Post
    It's on sandbox.stramic.com:27015

    Seems to send umsgs if someone spams particleGravity() and such.
    Yeah, that's why you'd ideally want to only set it once, or when it changes.. Gravity has to be sent in a usermessage because EVERYTHING about the particle is handled clientside... I'll make it only send usermessages when the gravity/collisions/bounce is something different than its previous, and that should help a bit... Oh, and if you're allowed to make a new particle (no need changing the gravity for a particle thats not even going to be created )

    EDIT: testing the code now, Should be released in a couple of minutes (keep in mind that this may add a tiny bit of extra over head (3 new tables) but i doubt tables use that many resources)
    Last edited by jacoby6000; 08-03-2010 at 06:31 PM.
    Quote Originally Posted by Garrysmod View Post
    Warning: You're trying to render in the wrong place. This doesn't play nice with multi-core rendering, so we're not going to let you draw here.
    I'm not stupid!
    In [his] experience that was a sentence never to be uttered except to prove its own inaccuracy
    --Orson Scott Card

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