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Post your best Particle FX


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#26 Nem

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Posted 23 November 2007 - 04:04

Fireworks anyone? :/

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Not really a particle but meh.
This texture was a joint effort by Me and Korona (of Blitzkrieg 2) It will be included in CORE and Blitz 2.7

Poor Private
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Edited by Nem, 23 November 2007 - 08:09.


#27 Whitey

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Posted 23 November 2007 - 04:16

Woo, you got it :/

Bout time.

#28 Ion Cannon!

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Posted 23 November 2007 - 15:39

@Zeke, can't see your particle mate, re-upload the image to imageshack or something?
@Nem. How isn't that a particle? looks like one to me, I made something similar before. Unless you used cboidy's little technique, which works very well, and its still a particle ^

Edited by Ion Cannon!, 23 November 2007 - 15:40.

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#29 Zeke

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Posted 23 November 2007 - 16:14

View PostIon Cannon!, on 23 Nov 2007, 15:39, said:

@Zeke, can't see your particle mate, re-upload the image to imageshack or something?


fixed :/

#30 Nem

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Posted 23 November 2007 - 19:39

View PostIon Cannon!, on 23 Nov 2007, 10:39, said:

@Nem. How isn't that a particle? ^


Its a flat model with a texture. If theres a better way let me know.

#31 Whitey

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Posted 23 November 2007 - 20:05

By making a ground-aligned particle that uses that texture and has a small size-rate but a long lifetime.

#32 Nem

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Posted 23 November 2007 - 20:20

Does it use Less system resources then the Blitz way?

Edited by Nem, 24 November 2007 - 00:07.


#33 Whitey

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Posted 25 November 2007 - 04:48

Dunno

#34 Nem

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Posted 27 November 2007 - 22:05

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Looks allot better ingame, Textures are custom.

Edited by Nem, 27 November 2007 - 22:06.


#35 CoLT

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Posted 28 November 2007 - 00:53

Don't know if this counts as a post for me but if you take the texture used by the 'Smallfire' particle system and use it as a missile exhaust it looks really cool.

I used it for the MiG missiles and the effect is basically a fiery missile trail. I'll try to get some screens if I can.
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#36 Whitey

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Posted 28 November 2007 - 00:55

Yeah that would make sense.

#37 CoLT

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Posted 28 November 2007 - 01:10

I realise it sounds simple, and it is, but the effect of such a simple change is still remarkable.
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#38 Whitey

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Posted 28 November 2007 - 01:12

Well, not really remarkable. If you know how all the code works, it makes perfect senseand you can probably pick apart a few flaws.

#39 Nem

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Posted 24 December 2007 - 22:00

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Better Blood, If I could get your ground aligned particle method to work Boidy, there would be more variations.

#40 Whitey

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Posted 24 December 2007 - 22:16

That blood spatter looks ground-aligned to me...

#41 Nem

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Posted 24 December 2007 - 23:03

Tis is still a flat model with a texture.

#42 Whitey

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Posted 24 December 2007 - 23:05

Oh. Well.... you could try taking a look at any "blastwave" particle. Such as NukeBlastwave or something. And then just screw with that.

#43 Crazykenny

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Posted 24 December 2007 - 23:10

This should be interresting for those intense infantry battles. Also very nice job on the Nuke thingee Ion :O
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#44 Nem

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Posted 24 December 2007 - 23:10

I will end up with the same ground aligned particle that fails to render.

#45 Kris

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Posted 25 December 2007 - 13:30

View PostNem, on 25 Dec 2007, 7:10, said:

I will end up with the same ground aligned particle that fails to render.


Use this tutorial made by CodeCat:
http://www.sleipnirs.../kb.php?t=11275







#46 Nem

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Posted 25 December 2007 - 18:48

Thanks, I have yet to master particles.

#47 Ion Cannon!

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Posted 25 December 2007 - 20:20

There's quite alot to master. You can get very very different effects by just changing one value. How you make an explosion is very different to a blastwave effect. Or a dust cloud. You also have to piece all the particles together correctly using the FXList.ini and it can take a while to perfect this. As well as that you have attached particles / slave systems and how you manipulate these determines if your effect can be horrible or very good. Just having one value wrong, can even mean the effect doesn't even show. This is along with learning what an increased burst count will look like ingame, or changing the particle volume type. I managed to get a sparkly bomb, but the thing was the effect was infinite. Never managed to get it to work properly. I can't remember what particle type I used, but it was one that isn't used for the default stuff.

EDIT : I was exploring the use of the " Type = VOLUME_PARTICLE "

I also found the code. If anyone is interested - it was just an experiment, but could look nice if it worked. You will need to change the texture though I think.

ParticleSystem SparkleExplosionVOLUME
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = VOLUME_PARTICLE
  ParticleName = bmflare2.tga
  AngleZ = 0.00 0.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.98 0.98
  Gravity = 0.00
  Lifetime = 150.00 150.00
  SystemLifetime = 30
  Size = 3.00 3.00
  StartSizeRate = 0.00 0.00
  SizeRate = 5.00 5.00
  SizeRateDamping = 0.90 0.90
  Alpha1 = 0.00 0.00 0
  Alpha2 = 0.00 0.00 0
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:0 G:0 B:0 0
  Color2 = R:255 G:255 B:255 5
  Color3 = R:0 G:0 B:0 150
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 1.00 3.00
  BurstCount = 10.00 30.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = OUTWARD
  VelOutward = 0.00 2.00
  VelOutwardOther = 0.00 0.00
  VolumeType = SPHERE
  VolSphereRadius = 200.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End

Edited by Ion Cannon!, 25 December 2007 - 20:36.

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