Problem with func_dustcloud

Any ideas?
Pilchardo wrote:
I think I could achieve what I'm after with an info_particle_system but none of the existing particles seem to quite fit the bill. I'll try using the particle editor but according to this it's not supported in Portal 2.
Even if you can get the particles in portal 2, you can't pack them into the bsp =/
Alternatively, maybe env_dustpuff can create what you want as well.
FelixGriffin wrote:
Symlink your Portal 2 and Alien Swarm particles folders and you can use AS's particle editor. That one works.
It does, but they will only work if they're separate parts; if the particle is either in a vpk and if the particle manifest is updated. Which is impossible with a bsp. You'll have to add the files manually.
josepezdj wrote:
The func_dustcloud is broken in Portal2. Try using a fog_volume altogether with a fog_controller instead.
I'm sure that if you look up what the func_dustcloud loaded as it's sprite, you can fix it. But this is not 2004, particles and fog volumes are less expensive anyway.
reepblue wrote:
I'm sure that if you look up what the func_dustcloud loaded as it's sprite, you can fix it. But this is not 2004, particles and fog volumes are less expensive anyway.
Hmmm... but this entity does not have a keyvalue like "Sprite name" or something like that, like the env_sprite entity... I guess that the sprite it uses is hard-coded into the entity, so how could I fix this? should I edit the entity itself using Visual Studio or something like that? if that's the case then I can't do 
Lpfreaky90 wrote:
Even if you can get the particles in portal 2, you can't pack them into the bsp =/
can't you? I thought you actually can, as this tutorial explains... but I haven't created a custom particle yet to pakrat it and check.
josepezdj wrote:
Hmmm... but this entity does not have a keyvalue like "Sprite name" or something like that, like the env_sprite entity... I guess that the sprite it uses is hard-coded into the entity, so how could I fix this? should I edit the entity itself using Visual Studio or something like that? if that's the case then I can't do
If you look at func_dust.cpp in the 2007/ASW solution, it will help you see what it is loading.
void CFunc_Dust::Precache()
{
PrecacheMaterial( "particle/sparkles" );
}
It is spawned a function above this with:
SetModel( STRING( GetModelName() ) );
Under Spawn()
As TopHATTwaffle already mentioned, this can be fix porting the materials/particle texture over. Some things in Portal 2 that are broke are just missing resources since Portal does not load the main source gcfs. Again, particles in the end are a better choice, they use less memory and looks better then a coded effect!
Again, particles in the end are a better choice, they use less memory and looks better then a coded effect!
Yeah might be... but learning this kind fixes is very interesting to me nonetheless 