Ok so building on this whole breathing idea.. Instead of a breath comuing from a marine, how about a marine coming out of an oni's rump? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Jebus, Ben, how long have you been working for us? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<b>All:</b> Ok, I've narrowed down how I'm doing this now. It's gonna be divided into sections (or rooms if you will)..
- Basic Propelled Water Effects (fountains, waterfalls etc) - Advanced Propelled Water Effects (rain with splashes and ripples, tap running that forms into a puddle) - Atmospheric Effects (mist/fog, haze, steam, dust etc) - Physics Based Effects (bouncing, collisions etc) - Pyrotechnic Effects (Fire, Fire Bursts, Explosions, etc) - Misc Effects (Sparks, Bubbles, etc) - Combined Effects (Dripping water onto a light that then turns to steam, piston with steam from hydrolic which sparks as it hits the ground ETC)
<b>Berger</b> - Well, I had just moved onto the dust particle system and the stupid thing wouldn't look the way I want. I must have compiled at least 30 times before I got it right...If that's any indication...maybe 2 complete systems a day (can't spend all day on the computer).. about a week and a bit and it should be done
I'll be releasing the bsp initially then when I've done the tutorial for each particle system I'll release the map ...I'm not just gonna give it out and let people copy the particle systems...the idea is that people learn how to do it...not learn how to copy it..
Add a Zone where particles form a Turret or Skulk or something <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I belive your going to let me add this to my site ? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Sounds great HanzGrub3r after seeing ns_ayumi with its snow around the glass corridor near marines spawn. I was impress with NS's particle system. I really want to see what its like, that map would be great to show off! Keep it up can't wait for the finished version
<!--QuoteBegin-DaRk_PlAgUe+Mar 16 2004, 01:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DaRk_PlAgUe @ Mar 16 2004, 01:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeh like those glow flys glowing gold around the hive <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you mean Feedwater hive in ns_bast, then those are just env_sprites.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
edited March 2004
<!--QuoteBegin-KungFuSquirrel+Mar 14 2004, 08:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Mar 14 2004, 08:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Windelkron+Mar 12 2004, 09:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Mar 12 2004, 09:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> alternating forces on particles. Imagine two fans facing each other; they turn on and off in tandem with each other, blowing the particles left, then right, the left again. Even better if you can make them turn on/off at different frequencies, so that you get constructive/destructive interference! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> mmm... Nightwatch... trigger_particle_push... <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> teehee
Sorry. I'll run away now. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yarr, I want that! You Nightwatch types get all the cool stuff! Yarr.
Too bad we don't have a "generate on expiration" flag for env_particles custom. Could do some neat random floating stuff effects by having a particle generate itself when it expires. Would be kinda easy to make buzzing flies and that sort of thing.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ya like said before make some animated holograms of a marine shooting a skulk..
..if that has to do with particle systems.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nope. That can be done with a world model, or even just a couple of textures.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Too bad we don't have a "generate on expiration" flag for env_particles custom. Could do some neat random floating stuff effects by having a particle generate itself when it expires. Would be kinda easy to make buzzing flies and that sort of thing.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I may not be understanding you entirely, but you could just set the particle lifetime to -1 (infinite), and remove the need for the particles to regenerate on expiration.
but that would still only move the particle in one direction. What i'm talking about is more of a dancing firefly sort of thing.... where one particle changes directions constantly.
Erm..I think you guys still imagine that this is some super duper fantasmic particle system..let me break it to you...it's fairly simple...you can do some really cool things with it..but with in reason...
circling a hive, short of having 50 particle systems so that you get an actual circle instead of an octogon type shape, is not possible...
Think of it this way..if you need to guide the particles then it probably can't be done..
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--QuoteBegin-Lazer+Mar 18 2004, 03:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Mar 18 2004, 03:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How were those lava sparks in bast done? It seems as if they spit out and then splash when they hit the ground? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> "Generate system on collision"
The "splash" is another particle system, set to generate when and where a spark particle collides with the world geometry.
<!--QuoteBegin-HanzGrub3r+Mar 17 2004, 11:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ Mar 17 2004, 11:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Erm..I think you guys still imagine that this is some super duper fantasmic particle system..let me break it to you...it's fairly simple...you can do some really cool things with it..but with in reason...
circling a hive, short of having 50 particle systems so that you get an actual circle instead of an octogon type shape, is not possible...
Think of it this way..if you need to guide the particles then it probably can't be done.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not guided perfect circles around the hive. Random movements near the hive (thats what I meant, and thats what I think the other guy meant too). So the question is, can you make a particle move about in a random path within a certain area?
I believe Reese was trying to make the particle regen itself within a certain radius of itself. Which, if I imagine it right, should create the desired effect.
Awesome idea HanzGrub3r, can't wait to see the result.
Maybe a particle system to simulate a "reactor trail" ? Fake shooting stars ? (to put on the "outside" of a map, enclosed in sky brushes) triggered by a trigger_random or something
Hmm it's all i can think of <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Thanks for making this, i really need to learn the particle system, and this is gonna help for sure.
If there's one thing the NS particle system could do with, its controlling acceleration, or maybe linking velocity to sin/cos functions. This would allow you to do the fun stuff like circling, oscillating etc.
Another cool thing would be an entity which attracts/repels particles, but I'm guessing the extra cpu overhead would not be worth it.
Comments
Ok so building on this whole breathing idea.. Instead of a breath comuing from a marine, how about a marine coming out of an oni's rump? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<b>All:</b> Ok, I've narrowed down how I'm doing this now. It's gonna be divided into sections (or rooms if you will)..
- Basic Propelled Water Effects (fountains, waterfalls etc)
- Advanced Propelled Water Effects (rain with splashes and ripples, tap running that forms into a puddle)
- Atmospheric Effects (mist/fog, haze, steam, dust etc)
- Physics Based Effects (bouncing, collisions etc)
- Pyrotechnic Effects (Fire, Fire Bursts, Explosions, etc)
- Misc Effects (Sparks, Bubbles, etc)
- Combined Effects (Dripping water onto a light that then turns to steam, piston with steam from hydrolic which sparks as it hits the ground ETC)
So that's pretty much it..
If you mean Feedwater hive in ns_bast, then those are just env_sprites.
mmm... Nightwatch... trigger_particle_push... <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> teehee
Sorry. I'll run away now. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yarr, I want that! You Nightwatch types get all the cool stuff! Yarr.
I mean bright glowing simple particles moving randomly around the hive, maybe gold, orange
..if that has to do with particle systems.
..if that has to do with particle systems.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nope. That can be done with a world model, or even just a couple of textures.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Too bad we don't have a "generate on expiration" flag for env_particles custom. Could do some neat random floating stuff effects by having a particle generate itself when it expires. Would be kinda easy to make buzzing flies and that sort of thing.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I may not be understanding you entirely, but you could just set the particle lifetime to -1 (infinite), and remove the need for the particles to regenerate on expiration.
circling a hive, short of having 50 particle systems so that you get an actual circle instead of an octogon type shape, is not possible...
Think of it this way..if you need to guide the particles then it probably can't be done..
"Generate system on collision"
The "splash" is another particle system, set to generate when and where a spark particle collides with the world geometry.
circling a hive, short of having 50 particle systems so that you get an actual circle instead of an octogon type shape, is not possible...
Think of it this way..if you need to guide the particles then it probably can't be done.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Not guided perfect circles around the hive. Random movements near the hive (thats what I meant, and thats what I think the other guy meant too). So the question is, can you make a particle move about in a random path within a certain area?
I believe Reese was trying to make the particle regen itself within a certain radius of itself. Which, if I imagine it right, should create the desired effect.
Maybe a particle system to simulate a "reactor trail" ?
Fake shooting stars ? (to put on the "outside" of a map, enclosed in sky brushes) triggered by a trigger_random or something
Hmm it's all i can think of <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Thanks for making this, i really need to learn the particle system, and this is gonna help for sure.
Another cool thing would be an entity which attracts/repels particles, but I'm guessing the extra cpu overhead would not be worth it.