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Post your best Particle FX

Nem's Photo Nem 23 Nov 2007

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.
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Whitey's Photo Whitey 23 Nov 2007

Woo, you got it :/

Bout time.
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Ion Cannon!'s Photo 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.
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Zeke's Photo Zeke 23 Nov 2007

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 :/
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Nem's Photo Nem 23 Nov 2007

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.
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Whitey's Photo Whitey 23 Nov 2007

By making a ground-aligned particle that uses that texture and has a small size-rate but a long lifetime.
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Nem's Photo Nem 23 Nov 2007

Does it use Less system resources then the Blitz way?
Edited by Nem, 24 November 2007 - 00:07.
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Whitey's Photo Whitey 25 Nov 2007

Dunno
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Nem's Photo Nem 27 Nov 2007

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Looks allot better ingame, Textures are custom.
Edited by Nem, 27 November 2007 - 22:06.
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CoLT's Photo 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.
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Whitey's Photo Whitey 28 Nov 2007

Yeah that would make sense.
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CoLT's Photo CoLT 28 Nov 2007

I realise it sounds simple, and it is, but the effect of such a simple change is still remarkable.
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Whitey's Photo 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.
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Nem's Photo Nem 24 Dec 2007

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Better Blood, If I could get your ground aligned particle method to work Boidy, there would be more variations.
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Whitey's Photo Whitey 24 Dec 2007

That blood spatter looks ground-aligned to me...
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Nem's Photo Nem 24 Dec 2007

Tis is still a flat model with a texture.
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Whitey's Photo 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.
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Crazykenny's Photo Crazykenny 24 Dec 2007

This should be interresting for those intense infantry battles. Also very nice job on the Nuke thingee Ion :O
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Nem's Photo Nem 24 Dec 2007

I will end up with the same ground aligned particle that fails to render.
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Kris's Photo Kris 25 Dec 2007

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
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Nem's Photo Nem 25 Dec 2007

Thanks, I have yet to master particles.
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Ion Cannon!'s Photo 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.

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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