Ns_particlezoo

HanzGrub3rHanzGrub3r 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...
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Comments

  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Have a room with:
    - 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!
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Great idea! I'm all for it.
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>Windelkron</b>

    - 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..
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    static meshes - like in some of Tanith's hallways, a illusionary (?) model is used to describe details that would be impossible to make with brushes.
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>Wind</b> - Oh ok, now I am on the same page as you...well, it's not something really to do with particle systems...that could be a whole other thing altogether...
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Now the question to you guys - what do you want to see in this zoo?

    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.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Windelkron+Mar 13 2004, 04:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Mar 13 2004, 04:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> static meshes - like in some of Tanith's hallways, a illusionary (?) model is used to describe details that would be impossible to make with brushes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Its not impossible to brush out those walls in hammer, it would just give damn high r_speeds with everything else going on.
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    I want see an elephant and a tiger!

    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.

    -____-
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>All</b> - almost finished working on the "water room" - main exhibits include:

    - 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-->
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    Snow
    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-->
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    edited March 2004
    ARGH!

    Dark_Plauge was faster. >_<
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    0- A marine model in an idle position, with him breathing out cold air. I wanted to see if this could be done.

    0- Something on fire, burning.

    0- Misty fog floating around the floor of a room.
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    holy moly...*gets pen and paper and writes everything down* ...you guys don't ask much of me do you? lol..just kidding...it's great that you guys are helping me help out..
  • AfrAfr Join Date: 2003-05-13 Member: 16240Members, Reinforced - Shadow
    edited March 2004
    <!--QuoteBegin-supernorn2000+Mar 13 2004, 09:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Mar 13 2004, 09:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 0- A marine model in an idle position, with him breathing out cold air. I wanted to see if this could be done.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    How about an onos breathing ? with some custom breathing sounds..

    RAAAWR!
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    some water which fells on the ledge, bursts to drips and finally drops on a hot metal and vanish as smoke in the air
  • XythXyth Avatar Join Date: 2003-11-04 Member: 22312Members
    Have a room where at one end a hug container full of water has a big crack in it, then have the water coming out of it flood onto the ground. On the other end of the room have fire spewing put of a gratting or somthing. The water falls onto the grating creating large amount of smoke/steam. Make it look really dramatic with broken stuff everywhere.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Some things I've been meaning to try but probably never will.

    -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!
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>All</b> - Lol, some of you guys are confusing this humble particle system with that of 3dsmax or Maya which can use atmospheric apparatus, forces and deflectors... Unfortunately you can't alter particles once they are in the air in NS. But we can fudge a few things. Most of these can be done with a little bit of messing around... alright, back to work..
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    I really like the idea of having puffs of mist coming from the marines mouths, that would fit really well into the map I have planned once I finish papillon.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    Something burning with the particles changing colors would be nice.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Yeah, I second a raging particle fire. If you could handle that, sir, then I'd salute you. I really need it for my map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2004
    I always wanted to know what is possible with the PS. Great idea<b> HanzGrub3r</b>

    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-->
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    In case mine seemed to complicated:

    -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-->
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    <!--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-->- A marine model in an idle position, with him breathing out cold air. I wanted to see if this could be done.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    How could this be done, while playin g :O
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Not while playing, that'd be impossible. But if you had a marine model somewhere in your map you could add that.

    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-->
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>All:</b> so frustrating! was gonna take pics of the ones already done so you guys could see - but, you know how NS screenshots look notoriously unlike the real map? well particle systems look even worse! lol..I'm gonna have to just wait till it's done and then just post the map
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    <!--QuoteBegin-ShdwStal+Mar 14 2004, 11:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Mar 14 2004, 11:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Not while playing, that'd be impossible. But if you had a marine model somewhere in your map you could add that.

    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.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--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.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> teehee

    Sorry. I'll run away now.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin-prsearle+Mar 14 2004, 07:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (prsearle @ Mar 14 2004, 07:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    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?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    That'd pretty much require hard-coding, and I don't think they'd make that for just one map.
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