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FPSC Classic Product Chat / Share your particle creations.

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Nbt
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Posted: 7th Aug 2010 00:13
Looking good defiler As PW said lower the alpha and also maybe use a little bluey grey in your decal, or try the blackpuff decal as it comes out very smokey

I saw this and thought of you - see attached

PW Productions
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Posted: 7th Aug 2010 00:14
What is that thing?!?


If something is perfect, it probably doesn't work. -PWP
Nbt
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Posted: 7th Aug 2010 00:21
A defiler from starcraft

defiler
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Posted: 7th Aug 2010 00:46
I want my name changed to CyanIDE, also i will mess around with the alpha setting.

Something else i made, also has anyone gotten the glowred and glowzone decal to work with the decalparticle.fpi? cause what happens is they dissapear, anyway i fixed the smoke, btw i will post settings for something cool for tunnels.



Limitless Box studios current project: Lost Contact
Nbt
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Posted: 7th Aug 2010 01:21
Quote: "also has anyone gotten the glowred and glowzone decal to work with the decalparticle.fpi? cause what happens is they dissapear"


It is because the particle system at the moment uses the image in the last grid place (bottom right) and in those and a few others the last grid is empty.

defiler
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Posted: 7th Aug 2010 01:38
oh, that makes sense.

Probably gonna buy ExGen for this, make some decals for the community.

Limitless Box studios current project: Lost Contact
Nbt
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Posted: 7th Aug 2010 01:59
If you open the decals you want in paint.net, gimp (with plugin) etc you can then chop them down to a size giving you the best image in the grid as the last image (bottom right), as they work just fine in a 2x2 grid as they do in the 4x4 one etc.

Or just crop out the one you want and paste it 4 times into a new image, does the same thing for now.

PW Productions
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Posted: 7th Aug 2010 04:20
Quote: "A defiler from starcraft"


Oh! Been a long time since I played it

And nice new image defiler/CyanIDE


If something is perfect, it probably doesn't work. -PWP
Squalker
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Posted: 7th Aug 2010 07:01 Edited at: 7th Aug 2010 08:12
Here my first crack at messing with particles.....



Here is a Video as well.. http://www.youtube.com/watch?v=qeBcEnbC0w8

For an even better look here is a quick build of the test.

Download Particle Test01


Let me know what you guys think for a first stab..
PW Productions
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Posted: 7th Aug 2010 07:39
Pretty nice Squalker


If something is perfect, it probably doesn't work. -PWP
defiler
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Posted: 7th Aug 2010 21:59
Cool particle effect, what did you use to make the flame and those embers glowing around it?

also here is a fire effect that i may use in my game.




enjoy.

Limitless Box studios current project: Lost Contact
Nbt
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Posted: 7th Aug 2010 22:06
/me runs off to get some Weiner's, woo hoo toasty baby

Nomad Soul
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Posted: 7th Aug 2010 22:54
Hi

I dropped a particle effect into my map and it looked great but totally killed the framerate.

Has anyone got any performance tips for these particle effects?

Nbt
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Posted: 7th Aug 2010 23:04
Try not to over scale the particle (decal), reduce the amount of particles in the players view at the same time (play with the life increment), lesson the particle spread with the motion settings for XYZ

defiler
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Posted: 7th Aug 2010 23:40
Nope, on my desktop and laptop, i get no drop what so ever, start small like maybe a air/gas line leak, then to something more impressive like the gas line leak with the fire and smoke comming out

also a bug with the particle system: When looking away while using some particles, they dissapear and when you look back at the particles they continue.

also look at the gas line rupture effect soon, a video is gonna be put up soon as well as instructions on remaking the effect

Limitless Box studios current project: Lost Contact
PW Productions
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Posted: 7th Aug 2010 23:44
Quote: "I dropped a particle effect into my map and it looked great but totally killed the framerate."


I suggest only using one decal for a particle per room. You can simply just edit the settings to make it seem like more. Also, increasing the life increment from a very low number helps.


If something is perfect, it probably doesn't work. -PWP
Nbt
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Posted: 7th Aug 2010 23:45
It's not a bug, it's culling if you walk to far from the particle emitter. Decals have always culled at a distance as far as I know.

This is one thing that will make large area particle effects a mute point for now.

defiler
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Posted: 8th Aug 2010 00:30 Edited at: 8th Aug 2010 00:31
i meant when im near it and i look at the wall that the particle is shooting at, i should record it so you can see.

Anyway i thought it nice to share how i made that effect (Requires 2 particle emmiters...) also place the fire one first, then the smoke one behind it a little, free to edit the values to face whatever direction

(Fire decal)


(Smoke decal)


Limitless Box studios current project: Lost Contact
PW Productions
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Posted: 8th Aug 2010 00:53
Anyone got any good properties for rain particles or electricity sparks? I can't get either of them to look good.


If something is perfect, it probably doesn't work. -PWP
defiler
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Posted: 8th Aug 2010 00:57
I could try making some rain for you, but i would need to find a good decal for rain, or some program besides ExGen since i cant use prepaid visa cards to buy programs from TGC

Limitless Box studios current project: Lost Contact
PW Productions
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Posted: 8th Aug 2010 01:01
fpsFREE or FPS-Files had some rain decal, cannot remember which.


If something is perfect, it probably doesn't work. -PWP
Marc Steene
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Posted: 8th Aug 2010 01:02
The problem with rain is when you look up, the drops will rotate and drop sideways.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
PW Productions
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Posted: 8th Aug 2010 01:03 Edited at: 8th Aug 2010 01:04
That's why you lower the ShiftCameraZ value


If something is perfect, it probably doesn't work. -PWP
defiler
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Posted: 8th Aug 2010 01:05
found a neat program by knxrb to make decals, im going to try it out.

http://forum.thegamecreators.com/?m=forum_view&t=151335&b=21

Limitless Box studios current project: Lost Contact
Badger Gamer
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Posted: 8th Aug 2010 07:35
here's mine....


System: Core2 quad 2.66Ghz 8gig DDR2 Nvidia GT 9500 512Mb
3x500Gb raid 1+0 21" wide LCD 1680x1050x32bit
FPSC 9 1.17 Beta 6...er 7,soon to be 8
WWIV Studios
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Posted: 8th Aug 2010 08:45
I dont understand partcles. Do you have to make Decals first?

Pirate Myke
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Posted: 8th Aug 2010 11:23 Edited at: 8th Aug 2010 11:26
Add a particle.

Place decalparticle.fpi in the main script.

Set custom settings to yes, adjust some settings.
and play, play, play.

make sure you use a decal that has a good bottom right frame in it, until the animated particle choice is released.

Nothing but coffee in my veins
Squalker
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Posted: 8th Aug 2010 15:58
Quote: "Cool particle effect, what did you use to make the flame and those embers glowing around it?"


I just used smallfire for the flame...
Used firesmall for the embers with the scale at 1 and the opacity at 80..

then tweaked there movement..
PW Productions
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Posted: 8th Aug 2010 19:49
Again, any help with rain...? I really need it and I'd be so happy if someone could help...


If something is perfect, it probably doesn't work. -PWP
defiler
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Posted: 8th Aug 2010 20:33
i tried doing the rain and i have no clue how to make it go over long distance without the speed going so fast you cant see the rain.

Limitless Box studios current project: Lost Contact
Nbt
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Posted: 8th Aug 2010 21:29
Rain is easy to do

PW Productions
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Posted: 8th Aug 2010 21:29
Then by all means, Nbt.... Sharing is caring


If something is perfect, it probably doesn't work. -PWP
Nbt
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Posted: 8th Aug 2010 21:35 Edited at: 8th Aug 2010 23:04
Here is a video of a quick and dirty rain effect. It would look a lot better with a proper decal texture, but you get the idea.
http://www.dcforums.org.uk/fpsc/Rain.wmv

This can be used for rain, snow, falling ash from burning buildings and all kinds of fallout. Maybe once we get the animated decal support have it really rain cats and dogs

On Youtube in case people prefer it.
http://www.youtube.com/watch?v=PEnax_m-sp0

defiler
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Posted: 9th Aug 2010 00:01
nbt, i like that rain, its not poop.

mind telling us how you did it? i want to see if the same effect can be applies sideways, like in the particle tech demo by lee or hockeykid.

Limitless Box studios current project: Lost Contact
Nbt
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Posted: 9th Aug 2010 00:10 Edited at: 9th Aug 2010 00:45
Well as you DO post your particle settings for others instead of just spamming screenshots from your WIP I will tell you defiler.

You're gonna kick yourself as to how simple this is though :p

It's all down to the random X/Z start with a little negative linear motion on the Y and a silly decal of little white lines, nothing more.

Use huge numbers for the X/Z random start (about 100k for each) and about -1500 for the Y linear, adjust the life and alpha to how you like it and your done. See I said you will kick yourself

p.s. little tip (with the correct decal texture of course) reverse the Y linear (use a positive number) and you have bubbles for an under water level.

Here is the rain with a better texture:
http://www.dcforums.org.uk/fpsc/Rain2.wmv
You can also see even with this much activity going on, the FPS does not change overly and this is with Fraps recording too.

Marc Steene
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Posted: 9th Aug 2010 01:29
@Nbt that rain looks cool. Are you going to supply the decal and settings?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
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Posted: 9th Aug 2010 02:20 Edited at: 9th Aug 2010 02:23
What we call a British Summer ^_^
http://www.dcforums.org.uk/fpsc/RainyNight.wmv
This time if you look close you will see we also have rain water pouring off some buildings.

@marc: I supplied the settings above mate, as to the texture it's nothing more than a few greyish lines on a transparent background.

Here
| | | | |
| | | |

:p

defiler
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Posted: 9th Aug 2010 02:35
so if i wanted to make a cloud i would set some high number for random x and z?

Limitless Box studios current project: Lost Contact
knxrb
FPSC Tool Maker
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Posted: 9th Aug 2010 04:03
Quote: "so if i wanted to make a cloud i would set some high number for random x and z?"

You could do, or place the decal marker on the top layer of the mapeditor.

knxrb
Nbt
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Posted: 9th Aug 2010 10:24
Quote: "You could do, or place the decal marker on the top layer of the mapeditor."


Yups once the culling/view distance limit is removed.

Nbt
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Posted: 9th Aug 2010 15:07
Here is a quick playable map with a few particle effects.

http://www.dcforums.org.uk/fpsc/Foggy.rar



Marc Steene
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Posted: 9th Aug 2010 15:21
Just tried your map Nbt. Those particles are very CPU intensive (cut my FPS from 60 to 29). The fog looks really good though.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
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Posted: 9th Aug 2010 17:22 Edited at: 9th Aug 2010 17:34
Strange, my FPS never drooped much under 49, but yes they can be real fps killers.

I got a poopy PC as well (which I thought would be handy for making sure anyone could run my stuff lol)

Flatlander
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Posted: 10th Aug 2010 01:58 Edited at: 10th Aug 2010 02:17
:~: Off topic :~:

Quote: "I got a poopy PC as well"


Do you use that word just to shock us Americans? Even our daughter doesn't allow our grandson to use it. Although, she does allow him to use "pee" when he has to go the bathroom; which is hard to get used to.

But come to think of it "bathroom" and "restroom" are silly. What are you going to do? Go "pee" in the bathtub? And if you go into the "restroom", what?, you have to "rest" but not relieve yourself?

I do agree that "poopy" does conjure up some pretty nasty stuff.

:~: ON TOPIC :~:

Me thinks that Lee was not thinking about "weather" when he added particles to FPSC. It does take the FR down considerable. I use Windows 7 and have a very good video card and I can only get 9/10 FR in the middle of the particle decals. I was planning on using particles for the simpler things and especially "magic" effects.

One of the best effects packs I had ever gotten was by Rolfy. Of course, he's made a lot of great stuff for FPSC. It is called the FPSC Weather System.

Rolfy had indicated that it does not work with X10 and I am not sure if it does with v117+

I'll try it if I can get my wife to help me.

Scope
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Posted: 10th Aug 2010 02:17
NBT just looked at your playable map.Looks fantastic.Awesome.
Scope.
rolfy
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Posted: 10th Aug 2010 02:33 Edited at: 10th Aug 2010 02:41
Quote: "Rolfy had indicated that it does not work with X10 and I am not sure if it does with v117+"

Only the segments dont work properly in x10, in fact if you wanted to create a weather particle using the images from the weather hud would be fairly easy, simply take a curremt decal and reduce+paste one of weather huds into the final frame, save it under a different name so you dont overwrite your original, in fact as long as I am here, create your particle decals using a completely transparent dds with only the last frame occupied and if making snow, fog or whatever keep this final frame to a minimum (dont fill it up with snowflakes or smoke)even using transparency in the image will help with your framerates as you wont have to use the engine to control transparency and at same time your image file size will be MUCH lower, all helps.
Would prollybe better to allow particles to use a single small image rather than a small part of an entire decal
Nbt
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Posted: 10th Aug 2010 02:41
@El Tel: I use "poopy" because the from nags me if I use "cr*p" which is my fave word for my PC

hmmm.. the lowest I get at really heavy particle overload is about 30fps, which feels fine. My PC spec is an old Q6600, 4GB Ram, nVidia 9500GT (yeah I know I'm a cheapskate :-p ) and Windows XP (best OS ever made :-p ) so barely minimum req these days

The big killer of FPS is the scaling up of the decal textures (it's what I found anyway), if you keep them lower scaled the FPS suffers a lot less. You will be fine using them for magic effects in my opinion. I used to love making them for RC and was pretty good at it most times

@scope: thanks mate hopefully it will get people hungry to have a go and this topic will soon fill up with cool effects. Plus once the system is better refined with start and end alpha, proper particle life, start and end scale, particle shaping, min/max particle limiters etc we can really cook

A r e n a s
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Posted: 11th Aug 2010 11:51
With the snow storm posted earlier, i think it would be good to add a fog with a very close range. That way you would get a similar effect to that in COD6 durin that snow storm with a very low visibility

Nomad Soul
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Posted: 13th Aug 2010 21:27
Quote: "Just tried your map Nbt. Those particles are very CPU intensive (cut my FPS from 60 to 29). The fog looks really good though."


Yeah I found there was a noticeable frame rate drop some of the time also.

My concern with these particle effects is they look great but taking a 20%-50% performance hit to have a fancy smoke effect is not acceptable.

I'm testing the dust puff decal as a particle effect with 100% scale and minimal values and its killing what is otherwise a steady 50-60 frames per second.

Can someone upload a stock map with a particle effect they are getting minimal performance hit with so I can try and figure out why?

Thanks

Nbt
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Posted: 13th Aug 2010 22:02
You have to note that my demo map has about 10 particle emitters all over that map and 3 different effects all running at the same time.
I was testing how they would all get along, as the more emitters you use in the same vicinity the higher adjustments you need on the life increment, or they start stutter and cut out a lot.

So it would be a bit of an FPS killer

I never went lower than 30 FPS at the worst particle overload, so it was not too bad to be honest. Especially as for me FPSC seems to run smoother at 30 than it does at 50+

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