Particle Studio

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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bork[e]
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Joined: Tue Mar 23, 2004 8:00 am

Particle Studio

Post by bork[e] »

So I've been playing around with it the past few days, for the first 10 minutes I was 100% lost. Then I found the properties button, and was able to make a few dots dance around. Pressing buttons can only make so much of a difference, and of the 2 maps I've found with .pse files in them I'm still pretty much 100% lost in this.

I think I'll be able to figure out how to use the tool, but I'm having problems seeing how people are linking different .pse files. One pk3 I've found had 3 different .pse files (it was a firecracker). One that acted as the initial blast, one that was the actuall firecracker going into the air, and the last was the explosion.

Where do I put all this in, inside of radiant to tell quake wich one goes first and stuff?

Anything at ALL would be very helpfull right now, either Particle Studio isn't used that much anymore or I'm just looking over all the refrence guides and tuts. (Though I have found a users manual on the program...but would very much like more :D )
bork[e]
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Post by bork[e] »

aahah, oh. I'm about to see the light.
bork[e]
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Post by bork[e] »

can someone give me a step by step please...only of how I get the bastard in radiant and then in quake. I'll figure out how to make it look like I need to later.

So far I've got the image how I think I want it in PS, I export the shader to my scprits folder along with the corret map name ect. Load the texture I think I would like to have on this effect and then load quake...black box, that's all.
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seremtan
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Post by seremtan »

PS creates not only a series of shaders, one for each particle required, but also creates a prefab which is the shaders applied to one face of a set of stacked nodraw brushes. thing is, i'm not sure that radiant 1.4 or 1.5 can import .pfb (they use .map files for prefabs) files so you may have to use 1.1x to import the prefabs. then you can wrap caulk around them, stick in an info_player_start and convert them to ASE *then* import them as models into 1.4/5.

the PS prefab/ASE should always go at the point you want the particles to originate from. the shader script file PS outputs should go in the usual place
Lukin
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Post by Lukin »

seremtan wrote:PS creates not only a series of shaders, one for each particle required, but also creates a prefab which is the shaders applied to one face of a set of stacked nodraw brushes. thing is, i'm not sure that radiant 1.4 or 1.5 can import .pfb (they use .map files for prefabs) files so you may have to use 1.1x to import the prefabs. then you can wrap caulk around them, stick in an info_player_start and convert them to ASE *then* import them as models into 1.4/5.
Or you can just rename .pfb to .map.
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bork[e]
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Post by bork[e] »

oh, so I have to export and then import the prefab file from PS to Gtk ah? Thanks guys. :icon14:
Kaziganthe wrote:You don't use the raw .pse's, you export shaders. Then you get a series of shaders that you apply to little boxes to make smoke and stuff in game.

Must have done something wrong, naming the shaders or the texture or something, because I couldn't get it working.
obsidian
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Post by obsidian »

Yup, export to .pfb; rename .pfb to .map; import .map into GtkRadiant 1.4/1.5.

Post the shader for the particles. Not all the particles, mind you... just one instance of it will be good enough.

Edit: Read the manual, if you haven't already. Should answer most of your questions:
http://www.planetmedalofhonor.com/freeb ... ok-manual/
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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