Post your best Particle FX
Nem 23 Nov 2007
Fireworks anyone?
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
Edited by Nem, 23 November 2007 - 08:09.
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
Edited by Nem, 23 November 2007 - 08:09.
Ion Cannon! 23 Nov 2007
@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.
@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.
Zeke 23 Nov 2007
Nem 23 Nov 2007
Whitey 23 Nov 2007
By making a ground-aligned particle that uses that texture and has a small size-rate but a long lifetime.
Nem 23 Nov 2007
Does it use Less system resources then the Blitz way?
Edited by Nem, 24 November 2007 - 00:07.
Edited by Nem, 24 November 2007 - 00:07.
Nem 27 Nov 2007
Looks allot better ingame, Textures are custom.
Edited by Nem, 27 November 2007 - 22:06.
CoLT 28 Nov 2007
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.
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.
CoLT 28 Nov 2007
I realise it sounds simple, and it is, but the effect of such a simple change is still remarkable.
Whitey 28 Nov 2007
Well, not really remarkable. If you know how all the code works, it makes perfect senseand you can probably pick apart a few flaws.
Nem 24 Dec 2007
Better Blood, If I could get your ground aligned particle method to work Boidy, there would be more variations.
Whitey 24 Dec 2007
Oh. Well.... you could try taking a look at any "blastwave" particle. Such as NukeBlastwave or something. And then just screw with that.
Crazykenny 24 Dec 2007
This should be interresting for those intense infantry battles. Also very nice job on the Nuke thingee Ion :O
Kris 25 Dec 2007
Nem, 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
Ion Cannon! 25 Dec 2007
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.
Edited by Ion Cannon!, 25 December 2007 - 20:36.
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.