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My particle gallery :3


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#26 Failure

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Posted 09 April 2009 - 15:42

Umm, that the I have good computer, does not mean I use 5000 particles for fire fx.

That muzzleflash with smoke is about 100 particles.

Bunker buster is about 500. It's THAT much?

Also, there is something called priority. Critical means it will be rendered at all costs.
I often use death_explosion or weapon_explosion. If game see that it is too much, it just don't render the particles.
If you still think that it's "absurd" lag they cause, give me your e-mail, I'll send you all those particles you see on my videos and if they will lag you, then I will remake them all to allow people with 10 bucks computers to run them.

Edited by Failure, 09 April 2009 - 15:50.


#27 Dr. Knickers

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Posted 09 April 2009 - 15:52

Fun Fact: Star Wars: Empire at War, which can handle more emitters than ZH, has an average of 350 or so emitters for standard explosions.
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#28 Failure

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Posted 09 April 2009 - 15:59

Emitter and single particle is not the same.

#29 Dr. Knickers

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Posted 09 April 2009 - 16:21

Maybe I'm used to EaW's way of doing things, but there'd be a single particle file with different particle systems that spawned several emitters.
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#30 Failure

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Posted 09 April 2009 - 17:09

I don't know. But usually a "particle" is a single 2D object with texture. Particle system is for example, 5 particles that look like nuke mushroom.
Emitter is an entity, that emits particles ( single 2D objects ) in specified direction, at specified strenght and stuff. For example nuke mushroom stem.

#31 Nem

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Posted 09 April 2009 - 19:07

View PostFailure, on 9 Apr 2009, 11:42, said:

That muzzleflash with smoke is about 100 particles.

Bunker buster is about 500. It's THAT much?


Most people attack with a full airfield, That's 2500 particles half the pre set limit, considering the player is not AFG and using several. When you take into account Damage FX, Death FX and whatever else may be going on your fast approaching the allowed burst count.

As I said before the real challenge in editing is creating good looking FX within the allowed limits. An order to achieve this you might want to start by replacing EA's horrible textures. If you cant make them yourself I can help you out with that.

#32 BeefJeRKy

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Posted 09 April 2009 - 19:18

The carpet bombing effect was just class mate |8 The bunker buster is too huge though 8| Needs to be smaller.
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#33 Failure

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Posted 09 April 2009 - 19:34

Yeah, I can't make decent textures.

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Decided to work as Nem said. It's hard to stay inside proper limit.
This one is about 400.

Edited by Failure, 09 April 2009 - 19:56.


#34 Failure

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Posted 11 April 2009 - 17:01

http://www.youtube.c...h?v=yOaYl5do6fo


USA have MOAB. What about FOAB?

#35 Dutchygamer

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Posted 11 April 2009 - 17:30

Wow, is that a FOAB or a nuke |8 Excellent work!
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#36 Failure

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Posted 11 April 2009 - 17:33

FOAB :3
Thanks.
To those who don't see how it works.
It sprays out fuel ( black stuff in the beginning ), then it ignites it from the top ( sparks ) then big asplode... oh wait WHAT THE F-- ( Explosion )

#37 CommanderJB

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Posted 11 April 2009 - 17:38

That spherical shockwave is amazing, as is the mushroom vapour-detonation cloud! Fantastic work. Only complaint I'd have would be that the residue smoke left behind at ground level is a weird orange that doesn't look right, but the rest of it is incredible.

Quote

"Working together, we can build a world in which the rule of law — not the rule of force — governs relations between states. A world in which leaders respect the rights of their people, and nations seek peace, not destruction or domination. And neither we nor anyone else should live in fear ever again." - Wesley Clark

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#38 Ion Cannon!

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Posted 11 April 2009 - 17:41

Few comments, the shockwave starts inside the explosion sphere, it would look better if it started on the boundary of the explosion sphere, then blasted out. The mushroom stem should also be the same colour as the mushroom cloud, or if you prefer a colour change. But at the moment it looks out of place. You also need to try and reduce the tearing from the flashes.

Edited by Ion Cannon!, 11 April 2009 - 17:43.

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#39 Failure

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Posted 11 April 2009 - 17:44

http://www.youtube.com/watch?v=c7UPU8nP_p0...feature=related

OH *****

I have mismatched the smoke colours 0_0.

Now in mine case it is-
Black - top
White - middle
Orange - down

It should be-
Black - middle
White - down
Orange - top

God damn it.
Gotta fix it.


What do you mean by tearing from the flashes.

Edited by Failure, 11 April 2009 - 17:45.


#40 Whitey

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Posted 11 April 2009 - 17:58

But even in that video, the colors are far more closely matched than yours are. Now, otherwise, I can only reiterate what has been said.

As for the tearing, I believe he's referring to the very distinct lines drawn out of the flares when the explosion happens. Like, there's a very neat line between the flare and other particles that looks rather terrible. It's really hard to work around, admittedly. Try making the flares three-dimensional or losing the ground alignment.

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#41 Failure

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Posted 11 April 2009 - 18:49

This is the worst stuff in particle coding.
It happens when flare spawns near smoke particles.
I could delay smoke, but then it would look rather shitty.
I'll try to make it three-dimensional.
And fix the colours.

#42 Failure

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Posted 22 June 2009 - 20:29

Sorry for double post.
My newest creations.

http://www.youtube.c...h?v=TPhUEm8sG7c
http://www.youtube.c...h?v=4GdEVpasJl0
http://www.youtube.c...h?v=2ujiEQtiuZQ

#43 Dauth

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Posted 22 June 2009 - 20:34

Don't worry about the DP. Its been a while and you needed to revive the thread.

Good particles, would like to see some of these released to the community.

#44 Failure

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Posted 22 June 2009 - 20:54

Umm, well. No.
Why?
Because I'm sick of people messing and stealing my stuff and claiming as their own.

The only way to get them, is by being my good trusted friend, and it's a hard thing to achieve these days.
Some of them you may see in ROTR and in Blitzkrieg 2 The Finest Hour.
Which ones in ROTR, I don't know. As it goes about Blitz, I've redone Dora shell explosion, nuke, V2 rocket and grandslam.

Edited by Failure, 22 June 2009 - 21:01.


#45 WNxMastrefubu

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Posted 22 June 2009 - 21:32

dude you should be workin for a mod with your talent tbh, that way if some one steals it, its already in your mod as proof u made it first.and moar people get to enjoy it in game
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#46 Failure

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Posted 22 June 2009 - 21:40

Well, I'am working for Blitzkrieg 2, Rise of The Reds mod's.
Also making my personal mod with all those fx's and more :P
But the personal mod is, as I stated before, for people who won't betray me and it won't be relased to public.

#47 Admiral

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Posted 22 June 2009 - 21:46

Your work is very very nice, those fx is good and hard work, and I am sure that anyone in here respect others work, and dont do anything without your permission. But I have a mod of my own but with those fx you made it would go to a different level of game play.

Keep it up, Do you have plans to release your own mod or fx, they are sweeeeeeeeeeeeet.

#48 Pav:3d

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Posted 22 June 2009 - 21:57

Looks great, especially those custom countermeasures

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#49 Ion Cannon!

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Posted 22 June 2009 - 23:34

Nice, though the tactical nuke needs alot of work *I know you said it was WIP*
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#50 Dr. Knickers

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Posted 23 June 2009 - 00:27

Very nice particles!
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