Nspsedit

prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
edited January 2004 in Mapping Forum
<div class="IPBDescription">Preview particle system</div> I've spent the last few days putting together a program called NSPSEdit. It's a win32 opengl program that allows you to define and preview Natural-Selection particle systems. It's as close to the real thing as I could make it. Here's a screenshot:
<img src='http://homepage.ntlworld.com/pr.searle/forums/ns/NSPSEdit1.0.gif' border='0' alt='user posted image'>

Some notes:<ul><li>The "ground" and "grid" are each 200x200 units square.
<li>Currently you can import particle systems from .ps files. You may want to check out your ns/ns.ps file - it contains things like umbra, spores, resource nozzle systems, etc.
<li>Importing paricle systems from .map and .bsp files will come later.
<li>You can export your particle system to a .ps file or a .map file. You can also copy it to the clipboard as ASCII text.
<li>The "Display model" option allows you to load a model to use a scale/reference. If you use this you'll likely notice currupted textures on the particles. It's a bug and I know about it.
<li>If you get the message "Can't load file', try using absolute paths rather than relative ones.
<li>NS only supports additive mode for particle sprites, and so do I. That doesn't stop you selecting other modes, though - they just don't look right.
<li>The "Start on", "Particle density" and "High detail" spawnflags have no effect in this editor but do in NS.
<li>I don't know what the "Minimize edges" spawnflag does in NS, so it's just here for completeness.
<li>The "Collide" spawnflag is only partially implemented but works fine in NS.
<li>Features that may go into a future version:<ul><li>Generate particle system on collision
<li>Multiple particle system loading
<li>Better alpha blending</ul></ul>

[B]Edit: Link removed; version 2.0 fixes some problems - get it <a href='http://homepage.ntlworld.com/pr.searle/NSPSEdit/NSPSEdit.html' target='_blank'>here</a>.
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Comments

  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Nice....so that's the scanner sweep effect used in-game?

    Honestly it looks good, but of course there are a few bugs a kinks to be found....I just don't have it yet (no NS due to reformat due to virii)
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    edited January 2004
    Hmm, i'm getting an error.

    "This application has failed to start because MSVCRTD.dll was not found. ..."

    Anychance you can recompile including this .dll since attempts to download it from anywhere proved fruitless.

    *EDIT: If you're having the same problem as me, here's some tips.

    Download <a href='http://winroam.com/Msvcrtd.dll' target='_blank'>MSVCRTD.dll</a> here and save it to your windows/system32 folder.
    Download <a href='http://www.webzila.com/dll/MSVCP60D.DLL' target='_blank'>MSVCP60D.dll</a> here and copy it to windows/system32.

    That should solve it.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    edited January 2004
    woopsy. thanks esuna!
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    Could you write up some install instructions? Does it matter where we install it?
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    I can't get it to render any particles. Even if I have it claiming that there are particles being rendered, I don't see any. I simply start it and click the "Create particle system" button and no particles appear. The ground and the grid work fine, but no particles appear.

    But a very cool idea - I would love to get working - a great tool to have.

    -Parallax
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I get the same as Parallax. I can't see particles. On the grid mode I can see the white boxes where the particles are supposed to be.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    edited January 2004
    It shouldn't matter where you install it. I've no idea what the DLL is for or why it's needed. If you don't get any errors when you click on "Generate particle system", then it should work. I would try importing a particle system from your ns/ns.ps file (ResourceEmission works well), correcting the path to the sprite and then trying to generate the system. Also, checking the "Show model" box can cause texture issues... I'm not sure why yet.
    <b>Edit: </b>It appears having the "Show grid" option checked also causes random white squares to pop up... sorry about this. I'll have a fixed version up by tomorrow morning. In the meantime, not using the "Grid" and "Model" options works Ok for me.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I checked everything (yes, absolute paths too), still get nothing... I was trying to see the ones on ns.ps when I first posted, with custom ones I can't see anything either.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    It works fine for me, no problems! Nice app, keep working on it, it looks mighty promising!

    ~ DarkATi
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Mod, sticky this? Hopefully we can see feature versions soon <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Good job, just what we all needed. Easier particle management.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--Mendasp+Jan 20 2004, 06:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jan 20 2004, 06:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I get the same as Parallax. I can't see particles. On the grid mode I can see the white boxes where the particles are supposed to be. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Have you set a sprite to be used in sprite appearance?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I've been trying to get it working more than 5 minutes, so obviously, yes, I've tried a lot of things, heh. That's the first thing I did (he said in his first post that we should use absolute paths and all).
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited January 2004
    <!--QuoteBegin--prsearle+Jan 20 2004, 03:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (prsearle @ Jan 20 2004, 03:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I've no idea what the DLL is for or why it's needed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    MSVCRTD.DLL stands for

    Micro-
    Soft
    Visual
    C++
    Run-
    Time
    Debug version
    .DLL

    <a href='http://support.microsoft.com/default.aspx?scid=kb;en-us;154753' target='_blank'>http://support.microsoft.com/default.aspx?...kb;en-us;154753</a>

    Your compile machine would have MSVCRTD.DLL installed automatically when Visual Studio 6.0 was installed, so it's invisible to you as a programmer. Make your next public release using <span style='color:white'>/MT</span> to lose the dependancy on the dynamic libraries and link without debugging symbols, reducing the size of your build. Alternately, you could build using <span style='color:white'>/MD</span> and package MSVCRT.DLL (no D since it wouldn't be the debug version) with your program.

    The other dll, MSVCP60D.DLL, contains the debug version of Microsoft's "new" standard template library / IOStreams implementation for Visual C++ 6.0.

    I had the same thing happen with people needing MSVCR70.DLL for my tools, which is the .Net 1.0 version of the dynamic runtime. My next release is using .Net 1.1, so it'll use MSVCR71.DLL instead.

    For those of you having problems seeing the particle systems, what video cards are you using? Perhaps there's a dependancy on an OpenGL hardware extension that's not universally supported?
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    Great tool!

    Now we dont have to compile everytime we want too see our changes in PS.

    <3
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    I haven't downloaded it yet... but could you please make the grid out of 16x16 or 32x32 squares? 200x200 is a very odd size in a mapper's perspective.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin--XP-Cagey+Jan 21 2004, 12:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Jan 21 2004, 12:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For those of you having problems seeing the particle systems, what video cards are you using? Perhaps there's a dependancy on an OpenGL hardware extension that's not universally supported? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    NVIDIA GeForce 4 Ti 4800 SE <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    edited January 2004
    Very handy tool for NS-mappers with fetish for env_particle <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> .
    Wrote some news about this on <a href='http://www.leveldesign.nu' target='_blank'>LevelDesign.nu</a>, hehe.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    edited January 2004
    Okay, there's a new version available <a href='http://homepage.ntlworld.com/pr.searle/NSPSEdit/NSPSEdit.html' target='_blank'>here</a>. Changes:<ul><li>Thanks to XP-Cagey's help, the DLL problems should be resolved.
    <li>Removed the "show model" option because it kept causing problems.
    <li>Added ability to specify ground size (default now 256x256).
    <li>Added ability to specify grid spacing (default now 32).
    <li>Added additional checks while loading sprites.
    <li>Added new option "NS path". Set this to the location of your NS directory (e.g. "c:\sierra\half-life\ns\"). Once this is done, relative paths will work ("sprites/sprite.spr"). If you want to use absolute paths, leave this blank.
    </ul>
    To install: extract the NSPSEdit2.0 directory from the zip file. Run NSPSEdit.exe and make sure the "NS path" option is set correctly.
    To uninstall: delete the NSPSEdit2.0 directory.
    Screenshots and explanations of the various settings can be found <a href='http://homepage.ntlworld.com/pr.searle/NSPSEdit/NSPSEdit.html' target='_blank'>here</a>.
  • KalessinKalessin Join Date: 2003-06-20 Member: 17554Members, Constellation
    I'm also having problems getting the particles to appear, the program runs without any errors though. Ive tried various different settings and sprites, but no success. This tool looks excellent though and I can see it saving many people a lot of time. Good Job <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    What do you think about the possibility of this program offering limit .map view support? I think it would be nice to have a system set up where you can load your .map file, navigate in it in 3d to WHERE you want the ps to be placed, place it, have the program snapshot whatever it's rendering of the map, then render the ps on that. I think it would be a more simple solution because ps rendering and map rendering don't need to be done together. Basically it's a one or the other thing that lets you sort of see what your ps will look like in game.

    I know that's a big project idea, but it would really be cool. Either way i'm going to grab this and start tweaking some ps's. (haven't been doing so up until now because even thirty seconds of compile gets annoying just to make changes, which makes radical variations out the window)
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    Nice tool!
    I have some bugs and some ideas:

    Bugs:
    •Fade in and fade out flag doesn't work. I would like to see this work so i can see how it would look like in game.
    •I noticed that animation speed needs to be raised quite much. Animation speed on 1 is quite smooth in NS while in your editor it takes a second before the frame changes. Is this a bug?

    Ideas:
    • Make the 'Create particle system' button be somewhere else than in menu 1 so i can press it anytime anywhere.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    Thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'm not sure why particles aren't appearing on some people's machines - it works for me, and I haven't used any card-specific extensions. The idea of being able to load a map file and select which env_particles_custom to edit is a good one. I'm looking into this now. The problem with the fade in/out and the animation seems to be caused by some particles being created with a negative age... this shouldn't happen, and I'll try to get it sorted for the next release. I'll also move the "create system" button to be more accessible.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Nice progam... Now i have to do much less work to get a PS to the state I want it to be <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Are you going to get the PS using a solid entity as generator in this program as well? So you can make a *.map, put a solid entity in it with the desired size and an env_particles_custom to import it in the editor.

    <span style='color:gray'>Just a note:
    I got my Sapphire Radeon 9800XT 256mb up to 25.000 particles rendering before the fps started dropping <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> </span>
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    sprites are not showing atall for me!!
    this is really annoying because its such a handy tool.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    edited January 2004
    edit:it already does this!!! Even better

    And very good work there prsearle!!! ive always wished for something like this:D
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    <!--QuoteBegin--Evil bOb+Jan 21 2004, 08:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evil bOb @ Jan 21 2004, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One thing that would be really easy is export a .map file with your particle system at 0,0,0 in the world map. Just need to add this part of the map file to yours and replace it at the place you want it.

    Basicly the explorted .map would look something like this, depending on how you set your ps.

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--><snipped example><!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    And very good work there prsearle!!! ive always wished for something like this:D <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Already done <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> The export tab allows you to choose between saving as a .ps or as a .map file. The map contains two rooms (readyroom/main room) plus the appropriate entities (player start, info_mapinfo, and a resource nozzle so you know when the PS starts).
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Nice. This should be stickied, or atleast in the mapping FAQ. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I can't get it to work though, but... oh well.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Wow, I'm impressed. XP-Cagey, would you mind adding this to the Mapping Guidelines (both a link to prsearle's page and a local download in case the mirror is down)?

    I only have two crits:

    - You can't seem to unload a background texture once you've chosen one (I chose grid by accident). Even when I exit it and restart it, I have a grid covering my screen. I assume this is in the registry somewhere, but I would suggest that the "Unload ground texture" be renamed "Unload textures" or something, and have it remove both the ground and the background textures.

    - The animation speed might be a bit off. I looked at HiveDeath and ChamberDeath, and they play much slower then they do in-game. This could be an NS bug, or it could be a bug in your tool.

    If you ever have any questions about how the NS particles work, you should check out the <a href='http://www.cs.unc.edu/~davemc/Particle/' target='_blank'>Particle System API</a> I used. This is used pretty much as is for the basis for the NS particles, and the code and documentation there should answer most of your questions you might have.

    Incredibly cool!
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    ooh, feedback from flay himself <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    gj man
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    Thanks Flayra. I'll change the texture unloading in the next release to work as you suggested. The choice of textures is stored in the nspsedit.cfg file; deleting it should reset everything (it'll be recreated automatically). I'm already using the code from <a href='http://www.cs.unc.edu/~davemc/Particle/' target='_blank'>davemc's site</a> (found a link in the 2.0 readme <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ), but I'm having some problems where some particles are created with a negative age, which screws up the alpha fading and animation speed. It's annoying, because I explicitly set the starting age to zero... I'l get there in the end, though.
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