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FPSC Classic Product Chat / Share your particle creations.

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Scurvy Lobster
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Location: Denmark
Posted: 14th Aug 2010 14:17
Quote: "Especially as for me FPSC seems to run smoother at 30 than it does at 50+"


This might be caused by the lack of vsync in FPSC games. Without it the screen might produce screen tearing.

I could be wrong though

Nbt
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Location: Behind you!!
Posted: 14th Aug 2010 16:15
It's not screen tearing, just seems like I'm fighting a strong wind and the wind drops every few millseconds and I wizz forward, then the wind returns lol.

So I get a stuttering walking motion, it's really hard to explain

Scurvy Lobster
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Location: Denmark
Posted: 14th Aug 2010 23:59
I just tried one of my larger levels and I have to say that there is a strange walking motion sometimes. One thing I found is that jumping in V118 (possibly also V117) is broken. The sound plays but the jump only happens sometimes. Strange.

defiler
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Posted: 15th Aug 2010 23:04
Scurvy, i get the same thing, just a small bug probably.

Limitless Box studios current project: Lost Contact
jbfreeze
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Posted: 8th Nov 2010 03:31
hey nbt could you post the settings for the ground mist video you have on youtube it would be greatly appreciated amazing work
Nbt
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Posted: 8th Nov 2010 16:10
Quote: "hey nbt could you post the settings for the ground mist video you have on youtube it would be greatly appreciated amazing work "


Hopefully the settings for the ground mist are attached

Deathcow
FPSC Reloaded Backer
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Location: Right here!
Posted: 8th Nov 2010 16:18 Edited at: 8th Nov 2010 16:19
Does anyone know how to make premade particle entities, because it takes up alot of time to make them. There is a couple I would like to use for different levels, but would mean me to receate them a number of times.

This is the Fire decal looks like, but I'm not sure where to start with creating one of the new particle decal.



;header
desc = Fire Large

;ai
aiinit = repeatsound.fpi
aimain = decal.fpi
aidestroy = disappear1.fpi

;orientation
model = particles.x
textured = particles_d.tga
transparency = 0
defaultheight = 0.5
soundset = audiobank\atmos\firehum.wav

;identity details
strength = 0
isimmobile = 1
ismarker = 4

;decals
decalmax = 1
decal0 = fire

Thanks

DC

The Zoq2
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Location: Linköping, Sweden
Posted: 8th Nov 2010 21:21
Does the particle system work in v 118 beta??
I can't get it to work

Srry about my english im from sweeden
jbfreeze
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Posted: 8th Nov 2010 21:46
thank you very much
Payam
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Posted: 10th Nov 2010 18:24 Edited at: 10th Nov 2010 18:43
Can anyone make kind of an explode particle with new script.

New script is this:When I destroy an entity then ifused particle appear once.

Look I want to put this particle inside a barrel and in ifused of barrel is the name of the particle.
Then by destroying the barrel this explode particle will appear and seems the barrel exploded like real

Have our guns was a mistake!!!

I am PaYaM
Scene Commander
Support Manager
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Posted: 10th Nov 2010 18:30
I'm afraid that isn't possible at the moment as the particle system is part of the decal system. Still, it'd be a nice addition

http://jimjamsgames.yolasite.com
Wraith Staff
19
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Location: Hamilton, OH
Posted: 12th Nov 2010 08:15
I have a quick question/theory. I'm trying to make a wall-mounted tractor beam that looks like the Gluon gun from Black Mesa Source: http://www.youtube.com/watch?v=CqXmXzLfdZ0 (start at 1:50)

Here's what I have so far (attached)*. I used a pipe entity with a blue fur shader and I intend on adding an illuminate map to it in conjunction with bond1's adaptive bloom shader to give it even more "umph". I then intend on running particles around the entity to give it said effect (because I don't think I can do it with particles alone. If I can, that'd be awesome ).

The question then becomes, how exactly would I do that? I don't quite understand the particle system to begin with, so yeah. Any ideas?

Also, how did they make the emancipation grid-thing in the original video? Sorry if I'm asking stupid questions


*It's one of my worst screenshots, in JPEG nonetheless. I didn't even want to post it in this thread, but I guess I had to. My project looks tons better than this and I'm a little self conscious about my WIP, especially my old work like this.

Leongamerz
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Posted: 14th Nov 2010 10:29
thanks for sharing this

Hello
The Zoq2
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Location: Linköping, Sweden
Posted: 14th Nov 2010 20:31
Does the particle system work in v118 beta

Srry about my english im from sweeden
Silvester
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Location: Netherlands
Posted: 14th Nov 2010 20:53
Doesn't appear to work in Beta 3, but I heard compiling a more recent version of your own fixes this.

Back from the dead!
The Zoq2
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Posted: 14th Nov 2010 22:45
ok

Srry about my english im from sweeden
Wraith Staff
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Posted: 16th Nov 2010 00:24
Any ideas from anyone?

Wraith Staff
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Posted: 9th Dec 2010 01:55
I'm starting to think I kill threads

Payam
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Posted: 13th Feb 2011 18:35
I just got V1.17 today I know it is too late but I was using a mod which is just suitable with 1.16.

Anyway I just made a meteor with particles.
Maybe you can not use this in your game as a meteor but you can record a short movie with it for your intro movie which shows a meteor is coming to the city.
Here is a screenshot:

You just need a dustpuff from "Generic\Decals" and this settings:


Have our guns was a mistake!!!

I am PaYaM
jules
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Posted: 2nd Mar 2011 16:50
i need a falling down smoke (comes out of a pipe thats broken. how can i create this fog/smoke - which settings and which decal. please help me!
Wraith Staff
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Posted: 3rd Mar 2011 00:27 Edited at: 3rd Mar 2011 00:29
@jules I think many of us still need help with our effects
I just started a thread requesting help for mine so I didn't clutter up this one (http://forum.thegamecreators.com/?m=forum_view&t=182341&b=21).

I really wish some wise, cleaver user would make a proper tutorial (for many different types of effects), so that so many of us don't have to blindly tweak around with settings, but hey

New sig in the process of being made
Michael Thompson
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Posted: 4th Mar 2011 11:17
You can do some really cool effects with particles. One I thought of, which would make the level a bit more interesting is smoke coming out of an air shaft, but thin smoke. It slowly comes out of a shaft you have to crawl through and it gets thicker and thicker until you reach the fire and have to figure out a way around.

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
Flash Star Game Creations
mickeyb
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Posted: 4th Mar 2011 12:31
What this needs is a littel program that lets you
work on the particle in real time then when you have the
effect that you want you just copy the settings or it writes
the file for you.
Wraith Staff
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Posted: 4th Mar 2011 12:36
Very, very true, mickeyb

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jules
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Posted: 4th Mar 2011 17:28
Yeah this will be awesome! dudes i have a problem. I made this cool ground mist (image attached with settings) but i got the little clouds flyin around over the big ones on the floor. (red marked) what the hell must ist do to made a ground fog without these little stupid clouds?
please help me =)
Michael Thompson
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Posted: 5th Mar 2011 12:46
I wouldnt bother using the FPSC standard decals because they are all flat. I would try and find a 3d model of whatever it is that you want, and just use the Z, right click, and mouse scroll wheel to view it on a horizontal, to see whether they are all flat (none above the others)

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
Flash Star Game Creations
Michael Thompson
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Posted: 17th Apr 2011 07:26
Quote: "I made this cool ground mist (image attached with settings) but i got the little clouds flyin around over the big ones on the floor. (red marked) what the hell must ist do to made a ground fog without these little stupid clouds?"

I would assume that you would have to use the big cloud to do that, but I am not too sure what you are asking.

http://www.flashstargamecreations.webs.com
bruce3371
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Posted: 7th Jun 2011 17:13 Edited at: 7th Jun 2011 17:15
Bit of a necropost I know :S But I've just made a decal that is a jet of steam that rises into a cloud of steam and I thought I'd share it with you. I know it's nothing spectacular, but thought others might find it usefull.

You place the smoke1 decal above the steam1 decal, like this;



I've attached a simple text file showing the decal settings, as you don't need to change much.

Bestorio
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Posted: 10th Jul 2011 09:52 Edited at: 10th Jul 2011 09:56
I finally got a laser (well, some sort of beam anyways) to work:

EDIT: i will post the settings later.

human eye can only see 20fps, where a bird can see 90.
uzi idiot
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Posted: 10th Jul 2011 15:06
Wow! That looks awesome.


Mental Stability is over-rated!
Bestorio
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Posted: 10th Jul 2011 16:56
and what i think is even more awesome, i trimmed the beam and made it red and.... A laser!
see attached:

human eye can only see 20fps, where a bird can see 90.
Bestorio
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Posted: 10th Jul 2011 17:29
and another view:

human eye can only see 20fps, where a bird can see 90.
uzi idiot
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Posted: 10th Jul 2011 17:51
Wow!


Mental Stability is over-rated!
Bestorio
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Posted: 10th Jul 2011 21:25 Edited at: 11th Jul 2011 07:34
thanks, you should use the "Red flare" from the sprite pack to get this effect. (some of the basic decals should work just as well!)
laser: notice that i have marked the things you should change.

use it as you wish

EDIT: should i put up a thread for my own particle creations, and other things? (segments, entities,textures...)

human eye can only see 20fps, where a bird can see 90.
Wraith Staff
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Posted: 11th Jul 2011 15:18
Could you maybe post a video?

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srealist
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Posted: 11th Jul 2011 18:48
As an x10 user, this thread just raised my blood pressure by several points.

Some very nice work here. Good job, y'all!
Bestorio
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Posted: 11th Jul 2011 21:14 Edited at: 12th Jul 2011 12:12
@Wraith

just a sec i have to upload it

EDIT: here you go! (the laser is bit weird but that's because of fraps)

http://www.youtube.com/watch?v=7BJkC_VTcbA

human eye can only see 20fps, where a bird can see 90.
Wraith Staff
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Posted: 18th Jul 2011 00:09
Cool

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Bloodeath 6 6 6
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Posted: 20th Jul 2011 12:51
Light Ray for street signs, and A more believeable fire (imo).

(Follow up pic with needed numerics next)
Bloodeath 6 6 6
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Posted: 20th Jul 2011 12:58 Edited at: 20th Jul 2011 13:00
Wewt....

edit-
if this thread was dead, my bad.
sic1ne
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Posted: 21st Jul 2011 02:38
soory to ask but how do i use particles! how do i make my own i understand that i use the stock decals do i just edit the decals settings? any tutorial or help would be awsome!

Bestorio
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Posted: 21st Jul 2011 08:53
well, first choose a decal. (any will do)
then change the "decal.fpi" to "decalparticle.fpi" choose custom settings to "yes" and start playing with the settings!
random start X,Y&Z
linear motion X,Y&Z
random motion X,Y&Z
+ the rest of them
(if you want the particle to show the decal's animation then choose the "Animated texture" to "yes"

human eye can only see 20fps, where a bird can see 90.
sic1ne
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Posted: 21st Jul 2011 09:51
@bestorio thanks hey if i make some ground fog how do i change the color of the fog to a light green color?

Bestorio
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Posted: 21st Jul 2011 14:50 Edited at: 28th Jul 2011 09:16
i don't think you can change the colour in-game or in the editor

But i have 3 options for you.

1. recolor the decal's texture (Gimp, Photoshop, etc..)
2. use another decal
3. create your own decal

i don't know, but maybe you could put some green lights (small! radius: 50 or 25) on the ground level to make it look like it's green.
try them and find out what works

I'm glad that someone here thinks i'm helpful


EDIT: the same settings should work, some changes could be made. thou are not necessary!

"Problem?" - Troll

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