Particle Problems

HAMMER22HAMMER22 Join Date: 2003-06-18 Member: 17476Members
<div class="IPBDescription">Just need to know how to do an effect...</div> Ok i wanna know how to set up two different effects with ns's particle system...

First up: Fog, i wanna know how to do them cool fog effects like in the old hera, or eclipse

Second: Lasers, i'm also not sure which sprite to use for this effect... the effect need to be verticall too <!--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 any help <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

Comments

  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    the fog in hera and eclipse is/was made with env_sprites (herafog.spr), not with a particle system.
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    Although not many people would suggest you do it that way now. Using a particle system you only use 2 entities for your fog. Tweaking around with your particle system enough should get you your desired effect.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-NetBent+Jul 6 2004, 08:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NetBent @ Jul 6 2004, 08:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Although not many people would suggest you do it that way now. Using a particle system you only use 2 entities for your fog. Tweaking around with your particle system enough should get you your desired effect. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    But particle systems can (drastically) lower your FPS...
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Particle systems would be useless for fog, they just couldn't cover a wide enough area and their movement would be difficult to clamp down.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Use the env_sprite for the fog and an env_beam for the laser...

    And this should be in the <a href='http://www.unknownworlds.com/forums/index.php?showforum=34' target='_blank'>Mapping Help and Troubleshooting</a>.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Using the PS for fog CAN look cool but will definitly hurt FPS quite bad. A good example would be the original ns_fenris that had PS fog in several places. I remember my FPS drop from 65 to 25 in those areas...

    As it has already been said, the easiest (and still looking very very nice) way to create a fog is to use env_sprite (env_glow will do, too) with additive render mode and a quite low render amount.

    /Hyper
  • HectateHectate Join Date: 2002-01-24 Member: 32Members
    Forgive my ignorance (i've been away for 2 years), but the last time I played with the NS in Worldcraft (hammer, whatever) was back with NSTR1, which had a fog effect (func_fog or trigger_fog or something, don't recall). Has this been removed or determined that it doesn't provide the desired effect in NS?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Hectate+Jul 7 2004, 07:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hectate @ Jul 7 2004, 07:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Forgive my ignorance (i've been away for 2 years), but the last time I played with the NS in Worldcraft (hammer, whatever) was back with NSTR1, which had a fog effect (func_fog or trigger_fog or something, don't recall). Has this been removed or determined that it doesn't provide the desired effect in NS? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    env_fog was b0rked in Steam, I believe, so it was removed.
  • 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
    Wrong, brute force.

    The fog entity was removed in NS 1.0 (well, in some PT build, probably) because it wasn't compatible with Direct3D...
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Uh, I see. I remember reading on the svencoop forums that env_fog didn't work in Steam, only WON. Oh well.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    env_fog also was only global, you couldnt have it in certain places only (like pits). if you desire that effect bug the dev team to incorperate spirit hls code into the ns source to add some wicked effects.
  • HectateHectate Join Date: 2002-01-24 Member: 32Members
    I don't know about the env_fog entity, but the other fog entity wasn't global. It did present some problems for mappers because when you walked into it, immedietly the fog would turn on. So if you crossed this invisible line (ingame) your visibility would go from normal to foggy instantly. If the fog was any more than just distant, it would just seem to pop up. Meanwhile anybody who didn't cross that invisible line yet would be able to still see fine, which meant they could see better than you. (read: your basicly blind and their not) Anyway, its been removed so it is irrelevant.

    * We now return you to your regulary scheduled topic *
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i asked this question a long time ago and one of the devs said it was only global and showed me a pic, but i could be wrong. in spirit hl the fog entity does exactly what you say, you just walk into it and its there. valve should have added more of quake II's code for fog in into hl.
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