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FPSC Classic Models and Media / I really need to commission some custom high-quality particle effects.

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Wraith Staff
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Posted: 5th Jun 2011 20:41 Edited at: 5th Jun 2011 20:43
I think it's best to post this here, I guess. I don't know where else it would go. I'm wanting to purchase some custom, high-quality particle effects from someone who knows how to make them well. I've been trying to get a couple effects down in the past and no one can seem to point me in the right direction, so I figured I'd buy them is anyone can make them for me. The first is a laser/plasma beam thing similar to this (after 1:50):



except mounted to a wall and tileable so I can make it look like an indefinite beam decal.

Price is negotiable, I just need the effect to meet my needs satisfactorily and as long as it's not too, too costly there we go I'll post about the other one after this gets cleared away (if it does).

I'm also in the market for some custom doors if anyone is good at that sort of thing. If this goes well I may make a thread requesting that as well. Thanks!

(Sorry if this all sounds odd, I'm running off no sleep and Monster... this has been driving me up a wall for weeks )

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Pirate Myke
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Posted: 5th Jun 2011 23:12 Edited at: 5th Jun 2011 23:15
Did you try bond1's demon sceptre??
Its probably the closest thing your going to find.
If you have it. the beam is actually modeled and on bones.
Hard to reproduce, must have took him a bunch of tries to get it.
But that what has been accomplished at the moment.

I have tried some high res decals, and was not impressed with my results, and performance when trying to get a lot of them to work at the same time.

It is in the store if you dont have it.
Links to threads:
http://forum.thegamecreators.com/?m=forum_view&t=139788&b=24

Nothing but coffee in my veins 'Insomnia is Coming'
Wraith Staff
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Posted: 6th Jun 2011 04:53 Edited at: 6th Jun 2011 09:56
I don't want or need a weapon. I want a particle effect that looks like the one in the video coming off a wall, so I'm wanting to pay an artist to make one, though if an entity of some sort was needed to make the effect as opposed to particles, I'd go for whatever looked best. I'm currently just using a pipe entity with a shader as a placeholder anyway.

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Pirate Myke
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Posted: 6th Jun 2011 21:11 Edited at: 6th Jun 2011 21:14
I understand you dont want a weapon. I am talking about the ray part itself. It is actual geometry that can be put on an entity. Bond1 is a master at this. The particle in FPSC just dont work good enough yet when theirs a lot on the screen in view of the player.
They are hard to size and perfect placement is about impossible with a bunch on the screen

How many are we talking about per segment size lets say?
How many units would you like the beams to go. 300, 400, more?
What is the size of the space you are wanting to use this in?

I will play with some idea's and see if I can come up with a valid illusion for the scenario. This might take a few days of modeling to pull off.

No cash required.

Nothing but coffee in my veins 'Insomnia is Coming'
raymondlee306
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Posted: 6th Jun 2011 22:55
You could use bond1's animated shader and do this pretty easy (first watch his video). Make 16 frames with a black background. On each frame make the "RAY" in individual frames. Then make a simple vertical plane and apply the texture. Make if fpsc ready and place it in your map and apply bond1's shader.
Wraith Staff
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Posted: 7th Jun 2011 04:39
Pirate Myke: Thanks for that. Well, it's a recurring theme throughout the game so instead of having several sizes, would it work as being a .25x.25x3 "square" entity that is relatively seamless? That way I could tile them and have many sizes of beam though it's just the smaller beams repeated.


raymondlee306: That may work as well, though it may be too flat and again it goes back to the fact that I'd need to pay an artist to make it as good as I need it (which is why I started this thread in the first place). Whatever method is used is fairly inconsequential as long as it looks amazing and does what I need. Whether the beam be particle, an entity or something else entirely as long as it's glowing, animated, collision free and it's rotatable in editor, then I'm good

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Pirate Myke
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Posted: 7th Jun 2011 09:59
OK, Got the specs. Working.

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Pirate Myke
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Posted: 8th Jun 2011 16:15
OK, First attempt worth showing for you.

Video in download.
Each laser consists of two entities.
one for the base and one for the glow.

At this point if I have your concept down we can start to spruce it up more if you wish.

Let me know what you think.

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Wraith Staff
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Posted: 8th Jun 2011 19:42
Quote: "OK, First attempt worth showing for you."


Wow... it's definitely leaps and bounds better than ye olde shadered pipe! A great step in the right direction!

Quote: "At this point if I have your concept down we can start to spruce it up more if you wish."


Most definitely Thanks Pirate Myke!

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Pirate Myke
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Posted: 8th Jun 2011 19:49 Edited at: 8th Jun 2011 20:00
I went to your web site and looked at your gallery after I posted this. The beam is just shader work with a scrolling fx shader.
You can change the texture for outer beam. I was going to have them use the same texture, but then I seperated the Glow beam to a different one. So the base textures are so big because they have a alpha level in them.

I can send you the assets for you to look at.

I will zip them up.

Edit:
I have added the assets for the concept in the download button.

Map file included

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Wraith Staff
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Posted: 10th Jun 2011 11:44
Okay... I see. This is what I'm looking for Though on the next revision, could you tweak the texture so it's more plasma-y and not as static-y. Also could you remove the base as I already have a base I'm wanting to use. Thanks

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Pirate Myke
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Posted: 10th Jun 2011 16:48
Can do. This is mostly going to invole which ever texture you choose and adjusting the speed of the x and y in the shader, to your liking.

Ditch the base part, OK. Would you like to keep the center beam part as a seperate entity? Right know that part is with the base unit and using the bases texture and shader??

Let me know.

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2Beastmode4u
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Posted: 10th Jun 2011 17:24
So how do you make a gun shoot that particle?

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Pirate Myke
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Posted: 10th Jun 2011 18:02
Its not a particle. All this is, is a 3d cone exported as ,an xfile, to make an entity and has this shader applied to it.
Wraith staff could infact just use this shader on his pipe object place holder and see basically the same thing.

This shader is out of the dark basic shader examples, called scrolling texture.
The shader just takes the texture and scrolls it in an x and y direction. really no magic here.

Bond one used a similar thing for the lightshaft on the projector, in Metro theater.

Not quit sure if you would be able to combine this shader to a weapon, as the weapons use a different shader and the hands and the gun would also start to scroll on you. (this is all shader applied to a cone object)

Bond1 demon scepter is worth getting just to study the Xfile HUD for the weapon. Its a clever use of bone animation and scripting. Again it hard to reproduce. I do not have good luck animating scaling bones to get what I need or would like done. They dont convert well into the game engine for me, or I lack the proper knowledge for it. I do things the hard way and physically set a key frame at every frame in animation to keep an object where I would like it to be in the player FOV. Painfull and tedius.

The shader could be applied to any object you want and pick a texure for use and go into the shader in notepad and change the speed for the x and y direction.

So if you are into a modeling challenge, and this would have to be a custom job.
Open a weapon hud in a model program and try to Rig some objects to scale out of a gun barrel at the fire animation section representing the beam be shot.
Questions arise. How to control the range.

Might be better to study one of the flak weapons also to how that was animated.

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Pirate Myke
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Posted: 11th Jun 2011 09:26 Edited at: 11th Jun 2011 09:30
ok Jay, Here are some more textures for you to try.
I just created a new 1024x1024 transperent file in Gimp and applied the generate plasma filter to it.
Change the hue and brought up the saturation. then added an alpha channel to all that was black.
Created 4 different colors for this. Blue, Brite Blue, Red, yellow.

Like I was mentioning. This is all up to texture and the speed of the X or Y axis in the shader.

These textures are easy to create with the numerous plasma plugins for almost any paint program.

And there are the files now.

The geomatry for the center beam is a cylinder and the outer beam is a cone. they could be seperate entities with the scrolling shader with different color textures on them with the direction of the shader either going at two different speeds or even going different directions, depending on your situation.

I am honestly surprised that this shader has not been used 100's of time for at least light cones and stuff, moving water, anything almost. Any way, back to modeling and have fun with these.

Textures in the download button.

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Wraith Staff
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Posted: 14th Jun 2011 01:13
I've been fiddling with it... It's looking ok, but the neither the texture you've provided or my own look quite as whatever as I'd like This seems to be the method to deliver said "whatever", I'm just having a hard time getting there

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Pirate Myke
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Posted: 14th Jun 2011 01:30
Can you post one of your textures, So I can see where you are heading in this. I suppose we could put a helix spring mesh around the cone and rotate it in animation. That could look different.

Are you haveing any luck looking at the shader in notepad and adjusting the direction speeds??

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Pirate Myke
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Posted: 14th Jun 2011 03:00 Edited at: 14th Jun 2011 20:45
OK try out this Xfile and script.
files in download button.

Edit: June 14th
Just tried out raymondlee306's idea with the sprite animation using bond1's stuff with the last entity I posted. Give it a little more glow effect with the bloom on also.

I used a different decal made for something else. Try assigning the saw decal and shader to it and check it out.

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Wraith Staff
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Posted: 15th Jun 2011 22:11
Could you maybe post another video of what you just found out, please? I'm going to be confined to my Ubuntu netbook for a couple of days, so yeah

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Pirate Myke
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Posted: 16th Jun 2011 00:36
Here is a video in the download button.

The first one you see is the one with bond1 sprite shader on it.
The other three are the colored textures I made already with the speed of the x,y direction almost nothing.

Let me know if it's getting close.

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Wraith Staff
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Posted: 17th Jun 2011 05:18
Certainly much closer, but in hindsight I think it looked better without the swirl. Also, I think that the biggest thing that breaks the illusion of it being a beam is that it all seems too "tangible" still. It still seems too much like just an entity with a shader (though of course that's what it is ). Though again I say it's looking much, much closer

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Pirate Myke
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Posted: 18th Jun 2011 03:14
I wish I could say that a decal would solve the problem. They are just so unpredictable in quantities alone, along with the shotting decals from hits on objects makes it even worse.

Could you perhaps email me a sketch or a reference picture of the texture you have been working on. My email link is in the button below. Perhaps I can come closer with that reference.

As for the mesh it self:
Loose the swirl. OK just keep it for your self or donate it to the forum. Mesh, texture, scripts. I am sure some one could make use of it.

Again if you could give a sketch of a particular beam or even a screen shot of the intended use I could better provide a solution.

Animating an object is no problem. The beam could also be rigged with bones if needed giving it some added properties in the engine.

No morphing, X file dont like it. Has to be keyframable geometry.
Unfortunalty, and I have tried to get a particle stream from Max to FPSC and it was a mess to say the least.

There is a solution, somehow.

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Wraith Staff
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Posted: 18th Jun 2011 04:55
Okay... will do. Thanks I'll get on e-mailing you that when I get a chance

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Wraith Staff
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Posted: 21st Jun 2011 09:00
E-mail sent

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