Particle Effect Improvement Pack

Sorry. No one seems to want to talk about this “other more important ****”. What is it?

If I bring it up here, it would cause problems.

I understand. 'Nuff said. Thanks for answering.

xalener,

Is there a timeframe or anticipated or approximate release date for this “other more important ****” project?

I’m about to delve into anther front-to-back playthrough of BM. I’m just waiting for TextFAMGUY1 to finish up his ST Uncut add-on, which should occur just after Xmas. I’d like to include dsd’s particle effects mod as well, to really heighten the visual aspects of the game. Any possibility of a release happening soon or is dsd’s mod more likely to surface sometime early in the new year?

I really like the improvements made in this thread, i hope they are released soon :slight_smile:

Looks very good, a tiny suggestion though.
Could you add some aftersmoke for the guns, like an overheat effect.
For example, you just continueously fired a whole magazine empty from the mp5 and the weapon has gotten really hot, so the weapon is smoking a little from the heat.
Sorry for my bad english.

Release what you have done dsd for now, please!

Is this thread dead? :expressionless:

Judging by the increased activity, not anymore. But the guy who started it hasn’t said a word and I don’t think he’s given any progess updates on his Youtube channel or otherwise.

I talked to him about it a while ago. He hasn’t touched it but I’m getting the feeling he doesn’t want to abandon it.

Thanks for keeping us updated, Xalener. Much appreciated!

How do you change the lines surrounding the main beam in the gluon gun?

hello

As Xalener has mentioned I have been very busy with not getting paid to mod video games other than Black Mesa, and have simply not had the time I would have liked to dedicate

After trying to poke back in, I am now running into an indecipherable bug which causes all of the level-specific particle effects to not happen until I load the .pcf files in-editor, which is obviously a problem for the end-user who should not be expected to have to do that every time they play.

So rather than stick to the original plan and wait until everything is done, I aim to release sub-collections incrementally – until I get this problem with the env_ stuff sorted out I naturally can’t do any of that; but! I am sitting on a wonderful collection of improved things as you have seen in previous YT updates, along with a few extra things I’ve cobbled together in the interim (weapon effects, impact effects, some blood/gib stuff, etc.)

I am currently in the process of polishing them off and recording another show-off video, and will likely have these avaliable for your extracting pleasure before the end of the day.

Awesome, man.

Sweet. Hope you fix the problem, look forward to the pack(s). :slight_smile:

Well the video uploaded more quickly than I was expecting, but I guess that’s good for you guys! Below is information about and a download link to the first collection; I will mirror this in the OP


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

This first collection contains improvements to the following particle sets:

Glock
-Brighter and punchier flash, added a bit of smoke, and increased presence of the sparks from “wait there are sparks” to “slightly visible”

Magnum
-Punchier and more centralized flash as opposed to the old mess of random flares, added a quick flaming sprite on the muzzle, prettied up the initial smoke puff, added a smooth rope-based smoke trail

MP5
-Brightened up the flash, added a slight blue tinge to match the third-person flash, also added some smoke

Shotgun
-Larger and punchier flash, added some small round particles to simulate buckshot bits, more/brighter sparks, smoke transitions from quick thick puff to wispier residual stuff more smoothly and naturally, wispy smoke moves and behaves a bit more naturally

RPG
-Added a big initial smoke puff to the flash, residual muzzle smoke is a bit darker and wispier, projectile trail is now rope-based (more consistent and natural)

Tau Cannon
-Added a muzzle flash (there wasn’t one at all!), added lots more flavor and spice to the projectile impact while reining in some of the wilder and uglier orb-scattering

Gluon Gun
-Initial shockwave is shorter and punchier, and now emits a quick burst of flickering orbs, flickering orbs around beam are larger, more numerous, and twist around to mirror the energy coil

Hivehand
-Muzzle flash is based more around goopy liquid, projectile trail spiced up with some neat black-glowing-white bits, projectile impact now emits some buzzing orb-things, more natural -looking goop, and has a brighter, punchier flash

Stationary turret
-Vastly improved muzzle flash mostly along the lines of the third-person MP5 flash, also uses way fewer particles

Generic impact
-A lot more punchy and forceful, transitions into residual smoke which is a bit thicker but doesn’t last quite as long, slightly larger

Metal impact
-Added a bit of quick, dark smoke, brightened, enlarged, and shortened the flash

Flesh impact
-A bit more emphasis on the misty stuff (more visible at a distance)

Human/alien gib effects
-Added some mistsmoke to the main explosion, re-aligned the big fluid things to more clearly reflect a 360-degree explosion, added lots more detail to the bleed-out attached to gibs


One of the things I would very much like to improve is the basic explosion you see for e.g. all types of grenades, but this appears to still be the pre-2007 hardcoded explosion, meaning there isn’t really anything I can do about it unfortunately

If I ever get this very un-fun bug worked out then an optimized and improved world effect set for Unforseen Consequences will be next up, which should hopefully also include other minor things here and there (possibly more improvements to the stuff in this pack)

Download: https://dl.dropbox.com/s/t6zqp3t6q075tct/bm_particle_improvements_pack1.rar

To install, replace the folders inside SourceMods/BMS with the corresponding ones inside the .rar. Make sure you back up the existing files first in case you need to revert!

HNNNNNG!

These came out great, man.

Cool, this’d be a nice thing to use with the reanimation project as well

I was just about to say that. Nice work.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.