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Adding Dustmotes
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Welcome to another one of my mapping tutorials. In this tutorial, I will be teaching you how to add Dust Motes to your map.

Dust Motes is a simple effect that adds dust specs floating around in certain areas of your map. These specs reflect light sources, and are best seen if they are placed under light sources in dark rooms. You can see an example of Dust Motes being used in this screenshot of the map fy_barnyard.




Let's get Started!

  1. Open up your map, or quickly create a new one




  2. Now, in order for you to notice the Dust motes, you must add in a light source. I've gone in and added a prop_static with a light model, and used the point_spotlight and the light entities for the light source. The settings can be changed to your preference.




  3. Now it's time to create the dust motes. Create a brush covered in the tools/toolsnodraw texture, and place it around the light source. This brush will be the area in which the dust motes will appear.




  4. Now, select the brush you just created, right click on it, and tie it to an entity, or simply press Ctrl+T. Tie it to the func_dustmotes entity.




  5. To make it look better, you should change the following Properties:


    • Particle Color: 235 155 71
    • Minimum Particle Size: 10
    • Maximum Particle Size: 20
    • Alpha: 255


    The Rest of the settings can be left at default.



  6. The final step is to add in an env_cubemap and a spawn point to go test out your newly created Dust Motes.





Thank you for reading my tutorial, if you have any questions, please do not hesitate to PM me or leave a comment.

Half Life Storm
Half Life Storm Studio

Example Map

-SGT_kick_ur_ass
Key Authors
SGT_kick_ur_ass
Category: CS:S > Mapping
Tags: dust, specs, motes, environment
Added 2 years ago - last modified 1 month ago
6,029 views (Stats)
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2 months ago



Posted by Impossible9

Question: Does the func_dustmotes entity have to be a block in order to function properly, or can it be any complicated shape?


It can be any shape so long as it's a valid brush.


I have the solution
2 months ago
Impossible9



Question: Does the func_dustmotes entity have to be a block in order to function properly, or can it be any complicated shape?


Junior Mapper
9 months ago
DBAninefo



I'm trying to give my map an old, dim church feel with white spotlights with a hint of yellow on the ceiling. The lights are occasional, running down the hall until the altar. Wondering what dustmote color would go with the lights.


Bananite
12 months ago
drimp



Posted by St. Patrick

Too many times this has happened:

I work really hard on a map. Then I compile it and nothing has changed from the last time I compiled. I look for errors in the map, and hammer says that there are no errors! And if I start a new map and copy the brushes and props over it still doesn't work.



That happened to me. There are many ways that hammer says theres nothing wrong but there still is. I found a random leak in my one that did not show up. Fixed that, still didn't work. It only showed like 3 errors that are really hard to fix and are not known to do any damage to the map.

The reason why it happened was because one of my fires was put on 3d and not 2d. I don't know how he found it when he looked through my map. It was a really big map.


PC fixed YAY!
1 year ago
St. Patrick



Too many times this has happened:

I work really hard on a map. Then I compile it and nothing has changed from the last time I compiled. I look for errors in the map, and hammer says that there are no errors! And if I start a new map and copy the brushes and props over it still doesn't work.


P=PhysGame+Paintball/Patrick
1 year ago



Posted by Shengoden

Yea, its just, I'm a bit scared of using cubemaps until the map's finish.


Why would you be scared?


I have the solution
1 year ago
St. Patrick



Posted by SGT_kick_ur_ass

Posted by Shengoden

Do you HAVE to place a cubemap in order to make this work?

Yea, its just, I'm a bit scared of using cubemaps until the map's finish.

No, but Cubemaps should always be used with lighting.



P=PhysGame+Paintball/Patrick
1 year ago



Posted by Shengoden

Do you HAVE to place a cubemap in order to make this work?


No, but Cubemaps should always be used with lighting.


I have the solution
1 year ago
St. Patrick



Do you HAVE to place a cubemap in order to make this work?


P=PhysGame+Paintball/Patrick
1 year ago



Please fix the pictures.


collect my card, you whores.
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