[PARTICLES] Generalized Particle Effects

edited August 2015 in Assets

Generalized effects to use in your mod. This is for those who either have no experience with particle editor or want to have their effects be coloured/resized dynamically. These work the same way as valve provided generic effects like generic_buff_1 or generic_aoe_shockwave_1 meaning you can change the colour/size in you kv or lua script. At first I try to do the most commonly needed and things I use myself.
When talking about Normal and Additive blend modes the Additive means it will attempt to only add colour towards white. This means that if colour is (0, 0, 0) the particle is invisible instead of black. But unlike Normal blend mode, Additive can be very effective when you want some bright colours and lighting effects.
Generic Buff Normal Blend Mode (the valve provided one was additive blend and does not work with darker colours so well.)

https://www.dropbox.com/s/fwt3746uzov62bl/generic_buff_multi.zip?dl=0

  • Use Control Point 14 for scaling
    • Same as the normal generic buff.
  • Use Control Point 15 or EffectColorA for Colours

Generic Spikes (with Normal blend mode glow)

https://www.dropbox.com/s/xx5nl1rop8nke8g/generic_spikes.zip?dl=0

  • Use Control Point 14 for scaling
    • X for glow scale, Y for spike scale, Z for amount of spikes.
  • Use Control Point 15 or EffectColorA for Colours

Generic Target Overhead 1 (fades to white trail).

https://www.dropbox.com/s/usifcw6hxsmw0nm/generic_target_overhead_1.zip?dl=0

  • Use Control Point 15 or EffectColorA for Colours

Generic Blink ( Normal blend mode )

https://www.dropbox.com/s/gq9auwur784w6xx/generic_blink.zip?dl=0

  • Use Control Point 15 or EffectColorA for Colours

Generic Blink (Additive) - shares some files (smoke and such with the other blink so you can over ride as you please.

https://www.dropbox.com/s/00vnxjr4wpwzncb/generic_blink_2.zip?dl=0

  • Use Control Point 15 or EffectColorA for Colours

You may leave requests for generalizing any of the stock effects. Note that non-modifier effects take lot more work as they are split into more parts.

Comments

  • Posts: 77

    Thumbs up ! enter image description here

    We cannot solve our problems with the same thinking we used when we created them. The only source of knowledge is experience.

  • edited August 2015 Posts: 188

    Update:

    • Fixed colour things for spikes and over head target (they acted like true/false in previous versions.)
    • Added blink effect.
  • Where da gifs at?