Jump to content


My particle gallery :3


271 replies to this topic

#101 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 16 August 2009 - 23:21

Its better, but I don't like the usage of shockwaves above the intial explosion. However I loved your nuke tank detonation FX, so much so that I copied it.
Posted Image

Posted Image

#102 Failure

    Professional

  • Project Team
  • 302 posts
  • Projects: None

Posted 17 August 2009 - 18:57

Lol Ion :xD:
That would be the last thing I ever could thing about :sly:
If you like it I can give you the code |8

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 :P
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 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 31 August 2009 - 01:10

Time the lifetime and Z drift value / gravity so that the stem dissapears up into the mushroom cloud, then vanishes inside. The system lifetime doesn't need to be long, you don't want it to keep creating particles for ages after the mushroom cloud has risen.

I think thats what you meant.. Its all about timing really, its either that or use a shockwave inverted and a stem particle.
Posted Image

Posted Image

#104 cccdfern

    Professional

  • Member
  • 318 posts
  • Projects: FoxMod

Posted 07 September 2009 - 11:15

is it possible to make the Particle Cannon Beam a house colour object, like, it is the colour or the team you choose eg, green,yellow,red and such?
To listen and learn, or contribute and teach.

#105 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 07 September 2009 - 11:35

The particle cannon beam is a texture, not a particle effect.

You could change the particle beam to an object, and fill the object with housecolour, but it would be very bland, solid colour.
Posted Image

Posted Image

#106 cccdfern

    Professional

  • Member
  • 318 posts
  • Projects: FoxMod

Posted 08 September 2009 - 07:10

perhaps turn it into a "pole" of sorts, surround it with the particles and make it all work
To listen and learn, or contribute and teach.

#107 Failure

    Professional

  • Project Team
  • 302 posts
  • Projects: None

Posted 30 September 2009 - 16:18

Well, I'm not using basic EA nuke stems.
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 :P

Also hai :P

@Ion Cannon, would you post a screenie/video of the copied nuclear tank death fx? I'm curious how it looks 8|

#108 pirate

    The friendly scourge of the seven seas

  • Project Leader
  • 1256 posts
  • Projects: GenerationX, Forgotten Fury, European Conflict and more

Posted 30 September 2009 - 21:12

that looks great, way better than the in air-staying-stem when the cloud is allready gone 8|
Proud leader of Forgotten Fury and co-leader of European Conflict

Posted Image
Posted Image
Posted Image
Posted Image

#109 Sgt. Nuker

    Greenskin Inside

  • Global Moderator
  • 13457 posts
  • Projects: Shoot. Chop. Smash. Stomp.

Posted 30 September 2009 - 21:27

The effect looks great, but I'm not sure how I feel about the obvious red tint just prior to the mushroom cloud. Seems really artificial and almost cheap.
Posted Image

#110 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 30 September 2009 - 21:41

[quote name='Failure' post='697921' date='30 Sep 2009, 17:18']Well, I'm not using basic EA nuke stems.
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 :P

Also hai :P

@Ion Cannon, would you post a screenie/video of the copied nuclear tank death fx? I'm curious how it looks 8|[/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.
Posted Image

Posted Image

#111 Failure

    Professional

  • Project Team
  • 302 posts
  • Projects: None

Posted 01 October 2009 - 09:01

Well, I'm sick of EA way.
I can take criticism but this is something I won't change, sorry Ion.
And this is non nuclear nuke 8| So it shouldn't have curling stuff.
Atleast my mate reqested it as it is.

#112 cccdfern

    Professional

  • Member
  • 318 posts
  • Projects: FoxMod

Posted 01 October 2009 - 11:55

Does anybody know how to implement this Acid Rain Storm?
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.
To listen and learn, or contribute and teach.

#113 Failure

    Professional

  • Project Team
  • 302 posts
  • Projects: None

Posted 01 October 2009 - 12:36

Umm, how about adding special power, science, weapon and stuff entries from that package into generals ini files?


Before telling me about realistic tank speed, check the video description.

Edited by Failure, 01 October 2009 - 14:37.


#114 R3ven

    Veteran

  • Project Team
  • 468 posts

Posted 01 October 2009 - 17:18

thats so cool 8|

#115 Su8perkillr

    See the red light on your chest?

  • Member
  • 559 posts
  • Projects: Losing the game

Posted 01 October 2009 - 20:25

*agree*

that aurora boom, you might want to decrease its shockwave a bit. it looks like you could feel a bomb when its some miles away...
Posted Image

#116 cccdfern

    Professional

  • Member
  • 318 posts
  • Projects: FoxMod

Posted 01 October 2009 - 21:36

Yea, Ive added all that stuff, I just have no idea how to launch it.
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.

To listen and learn, or contribute and teach.

#117 Ion Cannon!

    Mountain Maniac

  • Gold Member
  • 5812 posts
  • Projects: European Conflict - Particle FX & Coder

Posted 22 October 2009 - 12:37

View PostCCCD, on 1 Oct 2009, 22:36, said:

Yea, Ive added all that stuff, I just have no idea how to launch it.
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.

Posted Image

Posted Image

#118 Kris

    <Custom title available>

  • Project Team
  • 3825 posts

Posted 26 October 2009 - 01:19

[quote name='Failure' post='698171' date='1 Oct 2009, 20:36']Umm, how about adding special power, science, weapon and stuff entries from that package into generals ini files?


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 Failure

    Professional

  • Project Team
  • 302 posts
  • Projects: None

Posted 07 November 2009 - 12:26

I don't know I got it from some free models thread.
As for the firefx contact me on steam or msn.

#120 Failure

    Professional

  • Project Team
  • 302 posts
  • Projects: None

Posted 28 November 2009 - 10:45

Yay.


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 cccdfern

    Professional

  • Member
  • 318 posts
  • Projects: FoxMod

Posted 28 November 2009 - 10:48

Uhhhh. think you made a mistake in the coding somewhere.
To listen and learn, or contribute and teach.

#122 Failure

    Professional

  • Project Team
  • 302 posts
  • Projects: None

Posted 28 November 2009 - 10:48

Fixed :P

#123 Dutchygamer

    Shyborg Commander

  • Member Test
  • 1899 posts
  • Projects: Frontline Chaos creator and leader, Invasion Confirmed co-leader

Posted 28 November 2009 - 10:59

Smoke texture is from Call of Duty 2 iirc (the smoke grenades). Anyways, nice particle mate :P
Posted Image

#124 Failure

    Professional

  • Project Team
  • 302 posts
  • Projects: None

Posted 28 November 2009 - 11:02

So, what particle do you want :3
Bah this place is dead, I'm moving into crysis.

Edited by Failure, 29 November 2009 - 13:48.


#125 Failure

    Professional

  • Project Team
  • 302 posts
  • Projects: None

Posted 01 December 2009 - 18:08


Why no one comments? :(



15 user(s) are reading this topic

0 members, 15 guests, 0 anonymous users