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FPSC Classic Product Chat / is fps creator ever gunna get particle effects instead of flat decals?

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General powell11
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Posted: 11th Jul 2008 00:13
Does anyone know?

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Deathead
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Posted: 11th Jul 2008 00:28
Not FPSC X9. Though many X9 games have it. But FPSC will just be Decals forever. X10 has particles I believe.


General powell11
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Posted: 11th Jul 2008 00:32
what would it take to put particles in, it would be so much better, how does fpsc to fog?

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Deathead
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Posted: 11th Jul 2008 00:46
The only way to put particles in is by editing the source. The fog I think is a DBPro Function.


General powell11
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Posted: 11th Jul 2008 00:58
well why dont one of the FPS creaotr mods put one in? like iarmod?

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Rampage
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Posted: 11th Jul 2008 01:06
Because we don't have the power to mod the mapeditor, so how would it be possible to add them in? Unless there was like a ingame options to do this while in test game, like EFX Mod, but that would be HARD coded.


Airmod made by Airslide
General powell11
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Posted: 11th Jul 2008 01:15
ahh i c, hmm, well, what about a 3d sprite? is there anything to make it look more realistic than just flat?

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Deathead
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Posted: 11th Jul 2008 01:20
That is doable.


Rampage
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Posted: 11th Jul 2008 04:04
Yup, but only TGC has the power to do the particle thing, we can only hope that he implements that specific thing into x9...we can only hope


Airmod made by Airslide
General powell11
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Posted: 11th Jul 2008 04:42
i hope so

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xyzz1233
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Posted: 11th Jul 2008 19:26
I think it said something about particles in the FPSC Classic and Beyond thread...
General powell11
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Posted: 11th Jul 2008 19:33
yay

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Aaagreen
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Posted: 11th Jul 2008 21:41
you could just use 3d models to recreate this.

The Simon Cowell of TGC.
Little Bill
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Posted: 11th Jul 2008 22:29
Airslide, a possibilty is to create a small 1 poly object and then maybe add a script to it that makes particles to emit from it. So say we wanted the particles to be white we could put the hex code in the script to make it that colour then you could add a command for range and height and shape of the emitter.

It could go wild from there. But I suppose the hard part is auctally making the particles.

CoffeeGrunt
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Posted: 12th Jul 2008 00:15
I reckon you could make an entity, and assign it as an emitter, (make it invisible).......

Then we could perhaps script it, EG:

:state=0:useparticles=sparks,state=1
:state=1:setparticlevelocity=100,usecharacteristics=smoke,state=2
:state=2:runparticles=1

God know's if you could actually make it work like that, but if you did, it'd be awesome!

General powell11
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Posted: 12th Jul 2008 00:20
yea, who knows, nothing is impossible

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Roger Wilco
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Posted: 12th Jul 2008 00:55
About the scripting idea; it would be really awesome. We could have values for the forces along the X,Y and Z axes. If they're negative they, evidently, go the opposite direction. It'd be a bit of trial and error scripting, but it would totally be worth it if there were particles.

Ahem.. Hello, mr. Lee Bamber? Some folks here have a genius idea to propose! lol

Your big has been erased by a signature because it was too mod.
Inspire
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Posted: 12th Jul 2008 02:12 Edited at: 12th Jul 2008 02:28
The fog isn't volumetric fog, which would be done with a shader, and to make fog cover the entire map would be stupid in my opinion.

One could add in scripting commands to spawn particles on top of certain objects, using FPI commands to set the different specifics of the particles, which would be doable, maybe not that hard.

Is zParticles a plugin? DBP people?

EDIT:

Just found it, yeah it is. Sweet little plugin, ain't it?

Mod people: how hard and time consuming would it be to implement these particle functions (or at least some) as FPI commands for someone with moderate knowledge of DBP? If there were DarkBasic Hero, I would be playing on Medium, just starting to step up and play on Hard.

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General powell11
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Posted: 12th Jul 2008 05:17
i suppose these are all good ideas, though im not much of a cripter (i dont know what you are talking about) but it would be awsome if it worked

Taking song requests, see my post!!!
Little Bill
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Posted: 12th Jul 2008 08:48
By doing what I said (And coffee Grunt added to) would be great. The possibility to turn them off and on would be great. If not like that maybe by creating invisible entities with no collision and the particles surrounding the object. So if I made an upside down cone and assigned the script to it the particles would go out in and upside down shape.

xyzz1233
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Posted: 12th Jul 2008 08:54
But they won't be billboarded, so they won't automatically face the player.
Little Bill
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Posted: 12th Jul 2008 09:42
I hate the billboard effect. It's a bit too tacky.

Rampage
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Posted: 12th Jul 2008 10:38 Edited at: 12th Jul 2008 11:08
I have a very good idea. And am thinking about putting it into RampageMOD, just gotta learn how to script particles

The Ultimate Fpsc Mod
incense
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Posted: 13th Jul 2008 08:05
If this is not done just right the frame rate will drop through the floor. I have no idea how to prevent that. I am truly no expert though.

Patience and tolerance are the keys to the passage of knowledge. Even the ones that know the most started with many questions.
Rampage
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Posted: 13th Jul 2008 08:13
Hmmm. My mod is based around rampage, so intense battles and stuff, I have managed to get 30 enemys in one room without an fps drop, once I learn how to script particles I will try and do the same thing with what I did with that, gonna be better with the 0.6 source of Airmod though!

[url=][/url]The Ultimate Fpsc Mod, sprite particles, intense battles, high fps, 40 characters, one room.
Inspire
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Posted: 13th Jul 2008 08:22
Quote: "I have managed to get 30 enemys in one room without an fps drop,"


(Outta curiosity), how did you manage to do that?
Rampage
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Posted: 13th Jul 2008 08:49
All part of the point of my mod, by modding the airmod source *alot*, adding in some special things, finally I managed it. Once I make a thread of it I might make it open source so people can use it. I got a really little crappy particle effect into fpsc like 20 minutes ago though.

[url=][/url]The Ultimate Fpsc Mod, sprite particles, intense battles, high fps, 40 characters, one room.
General powell11
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Posted: 13th Jul 2008 08:54
well at least we are getting there, just keep working, and sweet mod, by the sounds of it, hopefully you can get it working, it will help a lot of people

Taking song requests, see my post!!!
Rampage
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Posted: 13th Jul 2008 09:37
Thanks I'm still very new to modding FPSC, and new to DarkBASIC Pro really, but have managed this. Hopefully it will turn out good One problem is when you put 41 enemys or more...You fall through the floor or you have major lag, yet to find the source of this problem, if any modders who have had this problem help me out or tell me where I can find the line to fix? Cheers

[url=][/url]The Ultimate Fpsc Mod, sprite particles, intense battles, high fps, 40 characters, one room.
Little Bill
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Posted: 13th Jul 2008 10:10
I doubt there's much need for 40+ people. But I could be wrong.

Rampage
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Posted: 13th Jul 2008 10:13
True True, but most people get lag with just 3 people. So I'm happy.

[url=][/url]The Ultimate Fpsc Mod, sprite particles, intense battles, high fps, 40 characters, one room.
Little Bill
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Posted: 13th Jul 2008 10:16
What are your specs?

Rampage
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Posted: 13th Jul 2008 10:39 Edited at: 13th Jul 2008 11:24
Testing on my old computer which only has a Radeon 9250 I got a solid 40 fps against around a 10 people battle, usually on that computer I got around 20 or less...This is my laptop, pretty mid spec, but getting a new desktop soon.
I'm still a teenager, and will be for a couple of years, so I can't promise anything...But I can promise a thread and a fully working mod...Hopefully

[url=][/url]The Ultimate Fpsc Mod, sprite particles, intense battles, high fps, 40 characters, one room.
CoffeeGrunt
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Posted: 13th Jul 2008 11:12
Heheheh, If you need a scripter/beta tester for any scripting you add in, just send me an E-mail.......

I'm already helping Ply with his mod, but he's got other things that he needs doing.......

The best stress test, or so I'm told, is to continually spawn spheres into the game level through a minor edit in DBP, and see what the FPS is like at certain poly-on-screen counts.....

I'm trying to learn DBP too, but for some reason the thing is behaving as the tutorials say it should....

Rampage
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Posted: 13th Jul 2008 11:17 Edited at: 13th Jul 2008 11:27
I'll remember that Coffee Grunt thanks, I have one beta tester already, the person that made me my sig (which is just a snap out of the whole image) I though I would put the Airmod logo in there because of the strong part Airmod plays in RampageMOD. Which is why I can't !wait! For the 0.6 source so I can get this really started, I was going to have team death matches from Lemur as well as I managed to do with the Lemur and the Airmod 0.5 source a while ago. But now I'm not allowed But.
No wait...crap my video camera just fell into my bowl of chocolate ice cream...Erm...brb!
EDIT: OK!, Back, wow, the camera is ok people! No need to worry!
So...lol...I'll send you an email soon Coffee if I need a test.
Thanks again.

[url=][/url]The Ultimate Fpsc Mod, sprite particles, intense battles, high fps, 40 characters, one room.
CoffeeGrunt
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Posted: 13th Jul 2008 11:46
Thanks, no problem.....

Aaagreen
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Posted: 13th Jul 2008 13:07
For my HL2 Fan Game i may try and knock up some animated 3d smoke...

The Simon Cowell of TGC.
Scurvy Lobster
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Posted: 13th Jul 2008 14:05
Aaagreen: why not just make a HL2 mod with Hammer and get instant access to the entire HL2 model and sound library? Would be a lot easier if you want the HL setting.
Aaagreen
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Posted: 13th Jul 2008 14:25
Quote: "why not just make a HL2 mod with Hammer and get instant access to the entire HL2 model and sound library?"


I already have access to these things. GCFScape to extractthe models/sounds, a little program that converts them in to half-life smds, and an smd importer for max. I also have a little plugin that converts .vtfs into usable textures in max, which i can convert to .tga with pandasoft directx exporter.

The Simon Cowell of TGC.
Shadow Blade
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Posted: 13th Jul 2008 15:09
You do relise taking media from hl2 is illegal? Good look not getting sued...

CoffeeGrunt
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Posted: 13th Jul 2008 15:28
Also, if you release even a demo, you will effectively breaking every copyright law under the sun.......

Seriously, Valve would be so [bodily fluid-ed] if they found that you'd basically ripped their media and given it away......

Tread carefully, AaaGreen, 'cos you'll be walking in acid if you do that.....

Aaagreen
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Posted: 13th Jul 2008 15:32 Edited at: 13th Jul 2008 15:35
I could encrypt the files, I could keep it to myself, I could release a version with no valve models, I could ask permission...

If it's legal to make a game like Rock 24 without being sued, what's the difference?

Anywho, fan games are made all the time.

The Simon Cowell of TGC.
Shadow Blade
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Posted: 13th Jul 2008 15:46 Edited at: 13th Jul 2008 15:48
rock 24 I belive was made with their permission and made with source tools. Theres a difference. Rock 24 is a mod, you need half life 2 to play it. There not giving away media, they're just loading it from HL2 which you must have to play the game.
Quote: "Anywho, fan games are made all the time."

Most don't rip media from the actuall game...

Deathead
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Posted: 13th Jul 2008 16:07
I may be making a effects pack. Like explosions etc.

Sometimes, you have to be cruel to be kind......

Aaagreen
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Posted: 13th Jul 2008 16:12
I look forward to that.

The Simon Cowell of TGC.
CoffeeGrunt
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Posted: 13th Jul 2008 16:45
Quote: "I could encrypt the files"


Encryptors suck, FPSPack is even to hack, and Darkfact showed some of us a way that Vishnu can be cracked too.......

All they do is unload the files to a special folder at runtime, then delete them when you close the game....

PGPS is similar, seriously, it won't work.....

Quote: "I could ask permission..."


Of course, they're gonna allow you to basically give away media they spent years and thousands of dollars to make, I'm not talking about models, but stuff like design, concepting, they'd only let you use it for a (big) price......

Quote: "I could keep it to myself, I could release a version with no valve models,"


These are your best options mate.....

Inspire
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Posted: 14th Jul 2008 08:23
When time comes for me to start working on Gone again, I'm gonna make a bunch of changes to the source code (mainly particles and better menus, if they haven't been done by then), and will release it open source.

That's a ways off though.
Rampage
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Posted: 14th Jul 2008 11:35 Edited at: 14th Jul 2008 11:50
I already have working particles, just got to make them look better

[url=][/url]The Ultimate Fpsc Mod, sprite particles, intense battles, high fps, 40 characters, one room.
Scurvy Lobster
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Posted: 14th Jul 2008 15:23
Sounds nice! Could you release a video of your current work with the particles? I would love to see it and hear your comments on what you are aiming for.
Inspire
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Posted: 14th Jul 2008 20:02
I recommend zParticle, if you aren't already using it.

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