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Particles HELP!
How do you make the sentry muzzle firing loop continously as long as i like? I tried going to particle system and i didnt know what to do. I did try changing the emmiting duration to 0, and 100, nothing, the sentry only shoots once.
Last edited by 🐉SwaggyPanda🐉; 18 Aug, 2014 @ 10:12pm
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Showing 1-13 of 13 comments
Venator Vicain 18 Aug, 2014 @ 11:31pm 
This is a rather weird predicament I've run into as well. I'd spent hours upon hours trying to solve this by tweaking variables around in the particle editor. I've referred to my fellow animators and friends in the OSFM chat, and unfortunately, as far as I as an individual know: you can't.

There may be a workaround and I may just be a complete idiot despite my efforts, but you'll have to spawn in a separate instance of said particle for each muzzle flare.

Likewise, if you want extra answers, you're always welcome to discuss it with others in the OSFM group chat :).
Bop 18 Aug, 2014 @ 11:35pm 
Each muzzle particle is separate, even in the game itself. You will need some ridiculous amounts of particle sets. If the gun muzzle stays at the same position and rotation throughout all the shots, simply copy and pasting the particle sets would do.
oh ok thanks. that will take forever then. :P
Rigel 19 Aug, 2014 @ 9:03am 
A much more convinient way would be to Instance the muzzle particle by opening the menu of the particles animation set and selecting "Instance particle system". This allows you to live edit that particular particle animation set. Now after instancing go to "edit particle" or something like that and the particle editor will pop up as an extra window. There you can edit basically everything that is about the particle systems propreties. There are many tabs and subtabs where the editable parameters are. For exapmle you can set the default emission time and animation loop of your muzzleflash to last really long. For more particle info and tutorials from for example Zachariah scotts youtube channel.

So there shouldn't be need to make every particle separately :)
Last edited by Rigel; 19 Aug, 2014 @ 9:04am
Venator Vicain 19 Aug, 2014 @ 12:12pm 
Originally posted by Wisaƒ:
A much more convinient way would be to Instance the muzzle particle by opening the menu of the particles animation set and selecting "Instance particle system". This allows you to live edit that particular particle animation set. Now after instancing go to "edit particle" or something like that and the particle editor will pop up as an extra window. There you can edit basically everything that is about the particle systems propreties. There are many tabs and subtabs where the editable parameters are. For exapmle you can set the default emission time and animation loop of your muzzleflash to last really long. For more particle info and tutorials from for example Zachariah scotts youtube channel.

So there shouldn't be need to make every particle separately :)

I'm not quite sure what you mean by instancing them, and nor can I try it out on my own because I'm on a craptop, but have you tried this before with success? And with what particles?
Rigel 19 Aug, 2014 @ 1:24pm 
Originally posted by Slypear:
Originally posted by Wisaƒ:
A much more convinient way would be to Instance the muzzle particle by opening the menu of the particles animation set and selecting "Instance particle system". This allows you to live edit that particular particle animation set. Now after instancing go to "edit particle" or something like that and the particle editor will pop up as an extra window. There you can edit basically everything that is about the particle systems propreties. There are many tabs and subtabs where the editable parameters are. For exapmle you can set the default emission time and animation loop of your muzzleflash to last really long. For more particle info and tutorials from for example Zachariah scotts youtube channel.

So there shouldn't be need to make every particle separately :)

I'm not quite sure what you mean by instancing them, and nor can I try it out on my own because I'm on a craptop, but have you tried this before with success? And with what particles?


Well. At least I haven't encountered any problems when doing it. It's just basically "saving" the one particular particle effect to the .dmx so you can always edit the particle whenever you want. Note that this doesn't mean that once you have edited for example "explosion_fluid_smoke" particle through the instancing the source particle file will be altered in any way. If you want to edit a default source particle in it's source file, you must go to the bigger mode of SFM particle editor and edit the particle there. With this you can apply fixed changes on particles.

I have created custom particle effects from scratch with the editor. And with the instanced particle editor I can edit the particle propreties to suit my project. So instancing and live editing particles may get really convinient when you need particles to customly match your needs.

I'm fairly new with particle editing although I know something about it. But At least it shouldn't cause any problems. At least I haven't encountered any technical problems when using particle editor.

But I'd recommend to be careful if you're not completely sure. You know. Just in case.

Here is one example tutorial.

https://www.youtube.com/watch?v=ShpZT8mZ1VU

But there are plenty of them on yt.

And here is one of my videos that I have made custom particles for:

https://www.youtube.com/watch?v=0WUtKW2Vt-c

Note that the moving foliages are particles.
Last edited by Rigel; 19 Aug, 2014 @ 1:27pm
Originally posted by Wisaƒ:
A much more convinient way would be to Instance the muzzle particle by opening the menu of the particles animation set and selecting "Instance particle system". This allows you to live edit that particular particle animation set. Now after instancing go to "edit particle" or something like that and the particle editor will pop up as an extra window. There you can edit basically everything that is about the particle systems propreties. There are many tabs and subtabs where the editable parameters are. For exapmle you can set the default emission time and animation loop of your muzzleflash to last really long. For more particle info and tutorials from for example Zachariah scotts youtube channel.

So there shouldn't be need to make every particle separately :)
Yes i know about that so i dont know much of the editor there but i did try changing many of the settings but no change... and it will not loop. maybe u can tell me which one allows it to loop?
Venator Vicain 19 Aug, 2014 @ 5:31pm 
Originally posted by SwagMuffin225:
Originally posted by Wisaƒ:
A much more convinient way would be to Instance the muzzle particle by opening the menu of the particles animation set and selecting "Instance particle system". This allows you to live edit that particular particle animation set. Now after instancing go to "edit particle" or something like that and the particle editor will pop up as an extra window. There you can edit basically everything that is about the particle systems propreties. There are many tabs and subtabs where the editable parameters are. For exapmle you can set the default emission time and animation loop of your muzzleflash to last really long. For more particle info and tutorials from for example Zachariah scotts youtube channel.

So there shouldn't be need to make every particle separately :)
Yes i know about that so i dont know much of the editor there but i did try changing many of the settings but no change... and it will not loop. maybe u can tell me which one allows it to loop?

Try working with the emitters, I believe.
Originally posted by Slypear:
Originally posted by SwagMuffin225:
Yes i know about that so i dont know much of the editor there but i did try changing many of the settings but no change... and it will not loop. maybe u can tell me which one allows it to loop?

Try working with the emitters, I believe.

i did. i went to continously-emtiing and changed everything... but no change to the loop of the animation. like i tried emit duration and shit like that
Venator Vicain 19 Aug, 2014 @ 7:20pm 
Have you searched and tried other solutions?
Originally posted by Slypear:
Have you searched and tried other solutions?
wat other soultions do u mean? If the solutions have to do with the particle system then it wont work. and dont know much about the particle system anyways... (i just tried changing all the values and seeing if it would do something.)
Venator Vicain 19 Aug, 2014 @ 7:36pm 
Originally posted by SwagMuffin225:
Originally posted by Slypear:
Have you searched and tried other solutions?
wat other soultions do u mean? If the solutions have to do with the particle system then it wont work. and dont know much about the particle system anyways... (i just tried changing all the values and seeing if it would do something.)

Well, I suppose my usefulness has come to an end. I can't experiment with particle editor values because, as I said before, I'm using a terrible laptop and SFM WILL NOT run on it, and unfortunately can't help you *that* much anymore until I get back to the states.
Originally posted by Slypear:
Originally posted by SwagMuffin225:
wat other soultions do u mean? If the solutions have to do with the particle system then it wont work. and dont know much about the particle system anyways... (i just tried changing all the values and seeing if it would do something.)

Well, I suppose my usefulness has come to an end. I can't experiment with particle editor values because, as I said before, I'm using a terrible laptop and SFM WILL NOT run on it, and unfortunately can't help you *that* much anymore until I get back to the states.
ah ok thanks for the help... so i did get a temporay solution.. (for others who want to know how add a sentry firiing muzzle to loop then here is a solution you MAY USE Not the best though :P ) so when i redid my sfm because it got all messed from the particle system and as i was adding sentry model to animationset, i noticed that there is a model for sentry, called sentry1_muzzle1. that model is a i guess a cartoony version of the sentry shooting... it will work temp. to make it loop. you edit it on the motion/ grpah editor.
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Date Posted: 18 Aug, 2014 @ 6:51pm
Posts: 13