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FPSC Classic Product Chat / Share your particle creations.

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Nickydude
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Posted: 4th Aug 2010 22:19
As FPSC now has a brand spanking new particle system, I thought it might be an idea to share any particles you've created, any particle decals you've made and what settings they need to be.



For KeithC
Juzi
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Posted: 4th Aug 2010 22:51
How about some 3D fire or sparkle effect.. like coming from a broken lamp or monitor or something?

With me disaster finds a playfield
Gencheff
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Posted: 4th Aug 2010 23:07
I've been messing around with the particles for a while now.Here's a flamethrower-ish effect.



How to make the effect :

Decal name : Dust Puff
Scale=80
Linear Motion X=2500(or less)
Random Motion X=50
Random Motion Y=100

Leave everything else at default

Roger Wilco
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Posted: 4th Aug 2010 23:08 Edited at: 4th Aug 2010 23:09
You can achieve some pretty neat effects with the stock decals alone and a bit of tinkering with the particle settings. Something like this;

(It might look a bit weird, had to decrease the brightness a bit due to the super-heavy bloom. Also the fire's a bit large in comparison to the smoke pillar, twas just a test though.)
This is just using a medium fire decal without particle settings, and the black smoke decal with particle settings. Unfortunately I don't have the settings saved anywhere, but it was pretty straightforward. High constant motion upwards, a bit of random motion along X and Z, and a low life increment so it animates slowly (10-20).

It'll be interesting to see what people can achieve with custom effects. I'm tempted to do some experimentation myself...
Nbt
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Posted: 4th Aug 2010 23:37
Swarm of erratic flies type particle.


decal and settings etc attached.

Nbt
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Posted: 5th Aug 2010 01:00 Edited at: 5th Aug 2010 01:13
All use the dust puff decal

http://dcforums.org.uk/fpsc/FoggyDusty.wmv http://dcforums.org.uk/fpsc/ThickSmoke.wmv http://dcforums.org.uk/fpsc/SmokeCloud.wmv


Just move the particle emitter (the decal entity) up / down to get rolling clouds, or shifting ground mist etc.

mrmango
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Posted: 5th Aug 2010 01:27 Edited at: 5th Aug 2010 01:27
Fire and Smoke

http://www.youtube.com/watch?v=AA6IlbGV3sM

Both standard decals, small fire and dustpuff.

PW Productions
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Posted: 5th Aug 2010 05:06
Here's mine, from Fate:





If something is perfect, it probably doesn't work. -PWP
Pirate Myke
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Posted: 5th Aug 2010 07:14 Edited at: 5th Aug 2010 19:39
Heres some screens from me.

Layered Fog:
http://www.axegrindersnightlife.com/upload/NewParticle1.jpg

Another shot:
http://www.axegrindersnightlife.com/upload/NewParticle2.jpg

Thanks NBT for the Sewer Segments, Retextured.


Edit:
The second link as a screen shot attached has setting in the picture.

Nothing but coffee in my veins
Nbt
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Posted: 5th Aug 2010 07:19 Edited at: 5th Aug 2010 07:24
Nice effects PW and Arghhh Me Hearty Myke (nice to see the sewer bits in a game), but I'm sure members here would like to see the settings you used to make them ??

Poop waterfall effect video (bit jerky, sorry)
http://www.youtube.com/watch?v=LW-tnKXnuNs

Settings Waterfall and Splash



It's extremely poop as I'm just using the stock decals, but you get the idea that with a little work it could turn out good.

Pirate Myke
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Posted: 5th Aug 2010 07:23
@NBT:

Some ones enjoying themself. Me to.

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Nbt
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Posted: 5th Aug 2010 07:27 Edited at: 5th Aug 2010 07:27
@ Myke:

Me bro fell onto my doorstep at 3am drunk beyond belief (without his trousers too (pants for americans) lol)
So I thought I would play about with the new toys Lee and Hockey have given us, damn they rock

Pirate Myke
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Posted: 5th Aug 2010 07:49
Thats funny, you get arrested around here for that.

Anyway the new particles rock.

They are adding a great atmosphere to existing maps.

Plenty to play around with here.

Thanks Lee and Hockeykid.

Nothing but coffee in my veins
Nbt
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Posted: 5th Aug 2010 08:04 Edited at: 5th Aug 2010 08:05
Simple Flames effect using 3 stock decals layered into a single decal. (I cannot give out the decal texture of course)
http://www.youtube.com/watch?v=mp4sM2y3DCc

Settings if needed


cloudy
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Posted: 5th Aug 2010 09:49
Can produce more current!

SOLO DESIGN
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Posted: 5th Aug 2010 13:03
Looks great NBT you should do a pack with settings and sell it!
PW Productions
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Posted: 5th Aug 2010 23:19
Quote: "Looks great NBT you should do a pack with settings and sell it!"


Quite honestly I don't think anyone would buy it... The settings are really easy to use. If he made a decal pack, however...


If something is perfect, it probably doesn't work. -PWP
Marc Steene
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Posted: 5th Aug 2010 23:21
Not just the settings, but also the images too I'd buy that.


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Tombsville
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Posted: 6th Aug 2010 00:09
@Pirate Myke

I LOVE the layered fog effect! Thats EXACTLY what I've been hoping to do!

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Nbt
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Posted: 6th Aug 2010 00:17
@ Tombsville: Here it is in action
http://www.youtube.com/watch?v=owtuv9pqOGE

Tombsville
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Posted: 6th Aug 2010 00:23 Edited at: 6th Aug 2010 00:41
@Nbt



THATS ABSOLUTELY AMAZING!!

EDIT:

I can't believe how fantastic this looks. I've watched the video several times and it still amazes me that we now have a particle system to produce effects like this.

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Pirate Myke
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Posted: 6th Aug 2010 01:47
@Tombsville:

Yes indeed, tis fun to play with. Starting to create ny own decals to play with the particle effects.

Screen shots are a coming.

Nothing but coffee in my veins
Nbt
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Posted: 6th Aug 2010 02:02
I made a silly decal of differing sized white dots with a helping of glow and got this. (the decal is of course attached if needed)

Bubbles
http://www.youtube.com/watch?v=Is-8VqcHQos


Snow Storm
http://www.youtube.com/watch?v=uPrzAjIn2kw


Marc Steene
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Posted: 6th Aug 2010 02:09
I think the particles would look better if they faded out when the player got close, so it's harder to see them all rotating towards you (i think this is what happens in modern games, anyway).

But still, impressive stuff NBT


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
knxrb
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Posted: 6th Aug 2010 02:09
Very nice, although has anyone tried particles with a proper level that has multiple characters in with Dark AI running, etc.?

It'd be interesting to see if the FPS stays high with everything being processed.

knxrb
Nbt
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Posted: 6th Aug 2010 02:21
@ Marc: Yups there is more Lee and Hockey can do to improve this, but still pretty damn cool system for a 1st attempt

@ knxrb: As I stated earlier when I 1st started playing with this the FPS can take a huge hit the busier (and to a point the larger the sprites are scaled) the particle effect gets. At one point with a really busy dust storm my FPS dropped to around 19 fps and that was just the particle and a chunk of basic floor.

Then again I am completely outside and we all know how outside areas hit FPS.

If I get a chance I will load up my London pack map and add some London smog that most Mary Poppins fans think exists :p

Marc Steene
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Posted: 6th Aug 2010 02:27
Quote: "add some London smog that most Mary Poppins fans think exists"


Don't forget the 10 year old shoe-shining urchins! Shine yer shoes, sir?


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Nbt
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Posted: 6th Aug 2010 02:42 Edited at: 6th Aug 2010 02:43
Quote: "Don't forget the 10 year old shoe-shining urchins! Shine yer shoes, Guv'na?"
fixed

For all the Mary Poppins fans :p
http://www.youtube.com/watch?v=hQLMsNblos4

I really can't say it effected the over all FPS that much, as Fraps was already doing a good job on it's own lol

Tombsville
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Posted: 6th Aug 2010 02:54
http://www.youtube.com/watch?v=2T5_0AGdFic

Sorry, couldn't resist....

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knxrb
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Posted: 6th Aug 2010 02:58
Quote: "As I stated earlier"

Must have missed that

knxrb
Nbt
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Posted: 6th Aug 2010 03:00 Edited at: 6th Aug 2010 03:02
he he Scary Poppins

I think the biggest killer for the particle system is that it still follows the old decal rules and has a cut off distance.

defiler
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Posted: 6th Aug 2010 03:41 Edited at: 6th Aug 2010 03:42
Wow, i wish i could download fpsc but i cant get the ftp to work

You guys, those particle effects are amazing, everyone is doing a very nice work utilizing it. But dont you guys mean v 1.17 and not 1.18? or was 1.18 recently released?

edit: is it possible to use ExGen to make a decal and then to modify it in fpsc?

Limitless Box studios current project: Lost Contact
Tombsville
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Posted: 6th Aug 2010 04:07
@Nbt

Just saw those videos using the dust puff decals....



UNREAL!

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Nbt
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Posted: 6th Aug 2010 04:17 Edited at: 6th Aug 2010 04:18
Quote: "edit: is it possible to use ExGen to make a decal and then to modify it in fpsc?"
Yup, just make your image tile strip and convert to a square grid and your set

Quote: "@Nbt

Just saw those videos using the dust puff decals....



UNREAL!"


Nah FPSC :p

Tombsville
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Posted: 6th Aug 2010 05:18
Quote: "Nah FPSC :p"




(hahahaha!)

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defiler
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Posted: 6th Aug 2010 08:01
Im trying to make these particles spawn more particles and make like some line, but it only shows one particle...


please tell me i dont have to use v1.18 beta


thanks.

Limitless Box studios current project: Lost Contact
vortech
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Posted: 6th Aug 2010 10:28
Unfair. 1.17 is not working on me.


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CoffeeGrunt
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Posted: 6th Aug 2010 13:01
Quote: "I think the particles would look better if they faded out when the player got close, so it's harder to see them all rotating towards you"


Yeh, having Depth Biased alpha would be good to stop it clipping with geometry as well...

Quote: "UNREAL!"


Not quite.

How does the particle system work exactly, is there a tutorial? I'm curious to see how advanced it is, can you have an emitter put out more than one kind of particle?

Nbt
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Posted: 6th Aug 2010 13:02
Quote: "Im trying to make these particles spawn more particles and make like some line, but it only shows one particle... "

Did you change the decals Main fpi to "decalparticle.fpi" ??

That's the bit that lets you play Otherwise you just get a static decal sprite.

ctm
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Posted: 6th Aug 2010 13:10
Does someone know how to attach a particle emitter to a entity?
I assume there has to be something like a firespot..a bone/ joint with a special name?

Would it be possible to attach more than one particle emitter to a entity? (would be cool for a plane or starship with more than one jet engine).
science boy
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Posted: 6th Aug 2010 19:37 Edited at: 6th Aug 2010 19:43
@nbt.
awesome stuff,
it is a shame about shut off distance,
and also a shame about the area of the particles, as by looking at your memory on bottom of screen says you are using a lot of mem for the particles alone ( yellow bar)and means when in a game is to be used sparingly. is there anyone who knows if you could make a wider area for particles like say a 4x4 square and may lessen the usage.
if you could stretch them over areas that would be good. but to have that london scene with say lots of trigger zones and entities and ai will it be a problem?

an unquenchable thirst for knowledge of game creation!!!
defiler
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Posted: 6th Aug 2010 20:49
Thanks nbt, fixed the issue, doh!

Limitless Box studios current project: Lost Contact
Nbt
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Posted: 6th Aug 2010 20:56
@ science boy: The particles are not what eats the memory (or poly count on screen) in the london map, but the london map lol
It uses the entire grid and most the layers from 0 upwards.

The particle effect travels quite far around 10x10 squares maybe more, but only if your in the range of the decal emitter. If you leave the culling distance (or whatever it is called) all the particles disappear.

@ defiler: Cool

Marc Steene
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Posted: 6th Aug 2010 20:59
@Nbt

Perhaps you should distribute the London map fpm so us owners of your model pack can test out a ready made city?


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Nbt
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Posted: 6th Aug 2010 21:01
@ Marc: it should be there already, try open and look for "LondonPack.fpm"

Marc Steene
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Posted: 6th Aug 2010 21:03
Wow, there's even more than I originally thought Checking now.


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Nbt
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Posted: 6th Aug 2010 21:06
Should be a get going manual also that explains some things I thought people may find confusing like house front, subway platforms/tunnels and the animated trapdoor with ladder thing.

Pirate Myke
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Posted: 6th Aug 2010 23:02 Edited at: 6th Aug 2010 23:02
This is in the works from FPS Creator game engine source code R278 andR279


Added particle decal texture animation choice to allow choice between animated
particle decal textures or static particle decal textures.
Changes made to FPSC-Game and MapEditor so you'll need to re-compile both
executables.

Some bloom tweaks

This sounds like a good thing.

Nothing but coffee in my veins
defiler
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Posted: 7th Aug 2010 00:04 Edited at: 7th Aug 2010 00:04
Here is a picture of some smoke coming out of a exhaust vent.



Limitless Box studios current project: Lost Contact
PW Productions
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Posted: 7th Aug 2010 00:09
@defiler, nice, but try setting the Alpha Intensity under the decal's properties to a much lower number such as 1 or 3. That'll minimise that glowing, bloomy effect


If something is perfect, it probably doesn't work. -PWP

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