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Testing out some models in the new editor for a map that I may or may not release. Either way, I'm working on it. Not a huge problem. I'm chalking it up to the beta.
this is caused by the particle emitters using the wrong column/row numbers in the emitter fields with the wrong texture.
a texture with 4 rows and 4 columns will have a total of 16 pictures, each picture is a ''cloud'' with slight differences, the alpha channels also change with each picture. normally an emitter will use the pictures in order top down left to right, which is why the first picture is the smallest for say, an explosion or fire ball, and the last picture is often the biggest, thinnest, and most faded, usually they become darker in color.
This is usually how it should work, but if your texture only has 2 rows, and 2 columns, with a grand total of 4 pictures, you will see a big mess of all kinds of pictures in different spots, which looks really bad, but thats not whats happening here.
This looks like the exact other direction of problem, I think this texture has only 1 picture, and its being used improperly as though it should have rows and columns, when it doesn't.
Easily fixed, by either changing the texture to another, with more rows and columns, or by changing the emitters rows/columns settings to the proper ones used by the texture.
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