My particle gallery :3
#102
Posted 17 August 2009 - 18:57
That would be the last thing I ever could thing about
If you like it I can give you the code
Boidy, your suggestions are always welcome since them are very good and actually showing what you really mean. I bet you do know that type of people that goes into your thread and screams all over "KAN I HAZ D0WNL04D?!".
The muzzle flash will be fixed
Same goes about the nuke. Could anyone help me with stem? The problem is that I don't use shockwave inverted and stem, I only use shockwave inverted that forms stem later, but then when the system life time is long, the particles of stem take ages to dissapear, and almost always go in the air with mushroom and there is a gap between the last stem particles and the ground, do you guys know any workaround for this?
#103
Posted 31 August 2009 - 01:10
I think thats what you meant.. Its all about timing really, its either that or use a shockwave inverted and a stem particle.
#104
Posted 07 September 2009 - 11:15
#106
Posted 08 September 2009 - 07:10
#107
Posted 30 September 2009 - 16:18
They suck, the last emited stem particle's lifetime is longer than the cloud itself.
I'm doing nukes via velocity outward with velocity damping - 1.00.
So I spawn the stem particles only once, and half of them stay at ground zero, and the other half move's up. The mushroom is the same, but all of the particles move up.
It looks better, and the stem's lifetime matches the cloud's lifetime.
This method can be seen in my newest video
Also hai
@Ion Cannon, would you post a screenie/video of the copied nuclear tank death fx? I'm curious how it looks
#109
Posted 30 September 2009 - 21:27
#110
Posted 30 September 2009 - 21:41
They suck, the last emited stem particle's lifetime is longer than the cloud itself.
I'm doing nukes via velocity outward with velocity damping - 1.00.
So I spawn the stem particles only once, and half of them stay at ground zero, and the other half move's up. The mushroom is the same, but all of the particles move up.
It looks better, and the stem's lifetime matches the cloud's lifetime.
This method can be seen in my newest video
Also hai
@Ion Cannon, would you post a screenie/video of the copied nuclear tank death fx? I'm curious how it looks [/quote]
Sorry but I think your method looks far worse. With a bunch of particle staying at the bottom it looks disjointed. It looks far less natural than the particles being sucked up into the stem like they are with the EA method. Especially as the smoke cuts into the ground using your code. Btw you can make the stem last as long as the cloud using the IMO better EA way, it just requires the correct system lifetime / z drift / gravity / lifetime / burst delay. Its a pain to do, but looks better than having some hang around at the bottom.
#111
Posted 01 October 2009 - 09:01
I can take criticism but this is something I won't change, sorry Ion.
And this is non nuclear nuke So it shouldn't have curling stuff.
Atleast my mate reqested it as it is.
#112
Posted 01 October 2009 - 11:55
http://commandandconquer.filefront.com/fil...her_Storm;49164
Any help would be nice, as the effects are great, I just have no idea how to use it.
#113
Posted 01 October 2009 - 12:36
Before telling me about realistic tank speed, check the video description.
Edited by Failure, 01 October 2009 - 14:37.
#114
Posted 01 October 2009 - 17:18
#116
Posted 01 October 2009 - 21:36
ok, added it in place of the nuclear missiles "missile", it creates the cloud stuff floats down but no damage is dealt, nor do
the lightening things do anything, i.e firing and such, it just dissipates with no damage whatsoever. so could Ion or Failure
have a look over the code please as I've hit a dead end, possibly a modders block.
Thanks for your time
Edited by CCCD, 05 October 2009 - 08:34.
#117
Posted 22 October 2009 - 12:37
CCCD, on 1 Oct 2009, 22:36, said:
ok, added it in place of the nuclear missiles "missile", it creates the cloud stuff floats down but no damage is dealt, nor do
the lightening things do anything, i.e firing and such, it just dissipates with no damage whatsoever. so could Ion or Failure
have a look over the code please as I've hit a dead end, possibly a modders block.
Thanks for your time
The acid rain storm was originally from the Energy Mod - All the code you need should be in there. Heres a download link - http://commandandcon...nergy_Mod;32161
; Sorry for the slow reply, I only just saw this.
Edited by Ion Cannon!, 22 October 2009 - 12:37.
#118
Posted 26 October 2009 - 01:19
Before telling me about realistic tank speed, check the video description.[/quote]
O: ! Would you mind releasing that tankgun firefx?! Also, i recognize that tank....the box on the turret have "IGE TANK" written on it ain't it?
#119
Posted 07 November 2009 - 12:26
As for the firefx contact me on steam or msn.
#120
Posted 28 November 2009 - 10:45
There goes my little contest -
If you can guess from what game I've got the smoke textures, you win 1 free particle of your choice ( I need to make it first, so yeah I can do whatever you want )
Dutchygamer won.
And yeah this video does not show the explosion itself very much, but you can guess what's going on.
Edited by Failure, 28 November 2009 - 11:03.
#121
Posted 28 November 2009 - 10:48
#122
Posted 28 November 2009 - 10:48
#123
Posted 28 November 2009 - 10:59
#124
Posted 28 November 2009 - 11:02
Bah this place is dead, I'm moving into crysis.
Edited by Failure, 29 November 2009 - 13:48.
#125
Posted 01 December 2009 - 18:08
Why no one comments? :(
8 user(s) are reading this topic
0 members, 8 guests, 0 anonymous users