DigitalEro Offline

Colliding particles/ possible cumshot question

Sun, 19 May 2013 04:29:37

loganblade

Hello, I'm new here and not sure if this is the right place for this question: I'm working in SFM and want to create a dynamic cumshot of sorts. I don't have Portal 2 loaded on this machine, but from what I've seen the gels might be near what I want, but I'm not sure... The closest I've gotten was creating a particle system that used the 'blob' renderer and collided with everything EXCEPT the character models. If I could just get it to collide with the actual characters, I would be all set but I just can't seem to get it right. I don't even know if it's possible, I'm curious if anyone has had any tries at this? Does anyone know of any sort of emitter or particle that can collide/ stick to the player? If anyone can think of anything let me know because I'm stumped.
Sun, 19 May 2013 06:17:59

Pipedude

You're probably not going to get this sort of thing to work for a couple of reasons, and I've tried to make a particle system like this too and have had some somewhat convincing results. here are the examples of my version [spoiler:1xck0l2u][center:1xck0l2u][naughtymachinima:1xck0l2u]ffd3530e7389e183aa46[/naughtymachinima:1xck0l2u][/center:1xck0l2u][/spoiler:1xck0l2u] and [spoiler:1xck0l2u][center:1xck0l2u][/center:1xck0l2u][/spoiler:1xck0l2u] They're a little bit watery but work ok (still needs some tweaking) The Portal 2 gel stuff isn't available in SFM. SFM uses an older build of the source engine for tf2. I'm not too sure about which one but it'd probably be safe to say it still runs on the orangebox version. Blob stuff was there, but its not as sophisticated as the portal 2 developments. The way that SFM creates models, I guess to my understanding is best described like this; You load a map in SFM, thats the world; all of its entities (particles, models, sounds, lighting) are well contained in the map; but once you make an animset for a model it more or less acts like a "ghost" in the world. (I.E. it can be seen but cannot interact with the world its in) If you want to be more technical "explination" then when you make an animset it will ignore the models collision mesh and bounding box, because they're not needed. Although no one has actually found a way to make dynamic particle collisions for dynamic props in SFM, there have been some workarounds that have been pretty convincing. I'll list them below and who I've seen use them. 1. Vaako - using 2 models of the same character with different skins (one model with the regular skin, one with the cum) it gives a result that can receive light and animation from inside SFM. example: [spoiler:1xck0l2u][center:1xck0l2u][naughtymachinima:1xck0l2u]9fae976e6ae5996e13cd[/naughtymachinima:1xck0l2u][/center:1xck0l2u][/spoiler:1xck0l2u] 2 Eddy - The cum effect used in the example is actually done in post. (Like After effects or Vegas) Apparently its stock footage of blood spurts with no saturation. example: [spoiler:1xck0l2u][center:1xck0l2u][naughtymachinima:1xck0l2u]1db743a30a3c4443d35c[/naughtymachinima:1xck0l2u][/center:1xck0l2u][/spoiler:1xck0l2u] if you want to know more about these then ask Vaako or Eddy, if you want more info about my particle the don't hesitate to PM me.
Fri, 31 May 2013 15:43:04

LordAardvark

Valve have pointedly ignored all of my inqueries into getting Collision Via Traces to work with particles. Long and short of it is, we will never get it. You're going to have to use cheap tricks if you want to recreate anything that would involve particle collisions.