Ns_particlezoo
HanzGrub3r
Join Date: 2004-02-23 Member: 26823Members
<div class="IPBDescription">If you want an exhibit let me know!</div> Ok..
back when the NSTR was released I made a map to show off the brilliant particle system. Flayra incorporated it into NSTR2 from memory.. it was of a couple of thousand particles bouncing down some steps.. was a very good stress test actually..
Now, it seems to me anyway, that not many people really know the benefits or the possibilities with the particle system entity.. Well, if you'll let me, I'll show you..
I'm making a map called ns_particlezoo... basically it's just a techdemo map to show off different particle systems - hence the name. I will release both the bsp and the rmf/map files and hopefully a tutorial on each individual particle system and how the effect was achieved..
Now the question to you guys - what do you want to see in this zoo? is there anything you've attempted that you've just ended up thinking "screw it" ?
Let me know and I'll include it in my zoo. I have room for about 16 exhibits..so, the most difficult and most creative ones I will add...
back when the NSTR was released I made a map to show off the brilliant particle system. Flayra incorporated it into NSTR2 from memory.. it was of a couple of thousand particles bouncing down some steps.. was a very good stress test actually..
Now, it seems to me anyway, that not many people really know the benefits or the possibilities with the particle system entity.. Well, if you'll let me, I'll show you..
I'm making a map called ns_particlezoo... basically it's just a techdemo map to show off different particle systems - hence the name. I will release both the bsp and the rmf/map files and hopefully a tutorial on each individual particle system and how the effect was achieved..
Now the question to you guys - what do you want to see in this zoo? is there anything you've attempted that you've just ended up thinking "screw it" ?
Let me know and I'll include it in my zoo. I have room for about 16 exhibits..so, the most difficult and most creative ones I will add...
Comments
- a series of pegs on the wall. Particles come out of a slot at the top and tumble through the pegs...
- 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!
- an "atmospheric hallway" that features a lot of staticmeshes and cascading sparks.
- a waterfall - you can disguise this by making a specimen tank with a crack in it (would be awesome)
yay!
- The peg is definitely do-able.
- The alternating forces unfortunately is not (I don't think) unless I can pull something off ...hrmm...I have an idea or two..
- The atmospheric hallway is fine, sparks all good, but staticmeshes are something out of UT..lol...
- Playing with water is always fun so a waterfall would be cool..
What would I love to see concerning the PS? Hmm, I think... everything that a PS can do... wind, steam, rain, waterfalls, smoke, fog, sparks, more more more more.
Its not impossible to brush out those walls in hammer, it would just give damn high r_speeds with everything else going on.
JK, good idea Gruber.
Here what id like to see, some kind of piston smashing against the floor and sparks flying when it hits the floor, kinda.
-____-
- Basic Fountain
- Waterfall
- Shower or Tap (haven't decided cause fountain is similar to shower)
- Water Drip w/ Splash on ground
- and (of course) Rain
<b>Papercut</b> very doable - just a matter of timing it right.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Snow blowing in Wind
A nice dark halway with mist
Basic Steam comeing from a grate
And great idea mate <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Dark_Plauge was faster. >_<
0- Something on fire, burning.
0- Misty fog floating around the floor of a room.
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How about an onos breathing ? with some custom breathing sounds..
RAAAWR!
-Dust floating in the air. (Not fog!)
-A scene which off in the distance you can see a flock of birds flying away...
(Using a sprite that alternates between a M and a W type shape. Nothing fancier than that.)
-A large particle gun being fired.
-An area that you walk through and kick up dust.
-A swarm of bugs.
Fantastic idea Hanz! I can't wait to see the final result!
btw is mist possible with the PS? I mean using a PS + spawn entity in stead of a few sprites in a row, it would cut down the entity count dramaticly this way, because I need steam in me map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
-Dust floating in the air. (Not fog!)
Would require a lot of particles to look good. Probably a system killer. But, just having some slow moving particles fashioned much like fog just floating along slowly.
-A scene which off in the distance you can see a flock of birds flying away...
(Using a sprite that alternates between a M and a W type shape. Nothing fancier than that.)
Would require a bit of distance from the player. But imagine maybe a dozen "w" particles floating off into the distance. Simply give them a set trajectory. Purely atmospheric (and not useful in ns)
Alternative: spaceships flying outside a window. Using small sprites, the visual effect of them being far off objects could be possible. Giving them movement would making "judging the distance" all the harder.
-A large particle gun being fired.
I'm thinking along the lines of the lazer in ns_origin. But with various sized particles "shooting" out instead of the beam.
-An area that you walk through and kick up dust.
Particle system that is triggered by a trigger_presence or something perhaps? (Might be tricky...)
-A swarm of bugs.
Hmm... This might not be doable as the PS can't just go in any direction it pleases. I was originally thinking of the swarms of bugs found floating around (harmlessly buzzing) in Metroid Prime. Random movement is would be quite a hack at best in NS!
Just trying some different ideas than "steam, water, fire" A bit unrealistic perhaps, but if done they'd sure be neato! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
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How could this be done, while playin g :O
I don't have any suggestions, since everyone has already said everything. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I don't have any suggestions, since everyone has already said everything. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually it might be possible, but it would require altering the marine model. Models in Half-Life can fire off "events" at certain frames. For example, the LMG view model fires event 5004 ("play sound") at frames 13 and 38 of the reload sequence to create the "click-out, click-in" effect. It also uses event 5001 ("draw sprite") to create the muzzleflash at frame 0 of the fire sequence. These are standard Half-Life events. Natural-Selection adds a new event 7000 ("Create particle system"). This creates a particle system at the specified attachment (I think). Currently, it's only used on the phasegate, but it might be possible to use it to create a cold-breath effect.
mmm... Nightwatch... trigger_particle_push... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> teehee
Sorry. I'll run away now.
Actually it might be possible, but it would require altering the marine model. Models in Half-Life can fire off "events" at certain frames. For example, the LMG view model fires event 5004 ("play sound") at frames 13 and 38 of the reload sequence to create the "click-out, click-in" effect. It also uses event 5001 ("draw sprite") to create the muzzleflash at frame 0 of the fire sequence. These are standard Half-Life events. Natural-Selection adds a new event 7000 ("Create particle system"). This creates a particle system at the specified attachment (I think). Currently, it's only used on the phasegate, but it might be possible to use it to create a cold-breath effect. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You mean kind of like how the turrets smoke after firing?