
Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Dec 4, 2010 11:40 PM
Msg. 1 of 20
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Dec 5, 2010 02:24 AM
Msg. 2 of 20
Wow *amazed*
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Bobblehob
Joined: Aug 29, 2010
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Posted: Dec 5, 2010 03:43 AM
Msg. 3 of 20
That is ridiculously epic!!! Both the fireworks and that sky! WOW
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Dec 5, 2010 04:11 AM
Msg. 4 of 20
I don't like your choice of envrionmental sound. It's so loud and annoying.
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HaloIsAHorribleGane
Joined: Nov 9, 2010
I'd rather play yahtzee
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Posted: Dec 5, 2010 04:43 AM
Msg. 5 of 20
that's pretty good, really. you don't really see much done with particle systems most of the time.. nice skybox too
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Dec 5, 2010 05:13 AM
Msg. 6 of 20
Really epic dude!, just one thing I notice, you should give it a more realistic sound like explosion s , sounds like the glass of the windshield when two warhogs crash lol
I am studying volcanoes in geology, thats totally a dome :P
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Dec 5, 2010 10:47 AM
Msg. 7 of 20
Does want, for destructible vehicles.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Dec 5, 2010 01:14 PM
Msg. 8 of 20
make an asteroid field sky with asteroids that rotate. That is some wicked awesome stuff there man!
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 5, 2010 02:17 PM
Msg. 9 of 20
Quote: --- Original message by: SlappyThePirate Does want, for destructible vehicles. That's exactly what I was thinking. The frag particles from the first sandtrap are somewhat similar to this.
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Dec 5, 2010 03:09 PM
Msg. 10 of 20
I intended this to add ambiance to the map, not to kill/maim/injure players, nor to cause lag as my old pyrotechnic machine did (heavy flame particle system).
- pyrotechnic large: device machine fired by script, 1 instance - straight up
a) begins with am h3 explosion (visual - no sound)
1) a grenade with no explosion - but only the needler detonate/pop effect and sound - (about 8 instances at varying velocity and angle) with no damage, does not reflect, detonates or disappears - mostly disappears. No burn decals
2) a grenade an h3 explosion, no damage, but does reflect, then detonate on timer - getting them to explode in the air - depends on physics, timing and velocity - so far this has been only occaisional - can't get it t repeat intentionally (meaning to explode mid air based on timing/velocity) so its trial and error (see help request below)
- pyrotechnic small: device machine fired by script, 3 instances, angled outward
1) has 1 projectile with 5 instances, different physics, - but only the needler detonate/pop effect and sound on impact, or dissapears
Why two machines? because the timing and velocity cone angle of a single device machine, was so predictable it was boring, so I used 2 machines: 1 large, 3 small, fired off randomly by script and different angles.
BTW: the other is an Asteroid/Meteor Shooter - device machine (light volume projectile with exhaust effects).
HELP: help from someone who "knows" what they are talking about would be appreciated Parts section on effect tag: The velocity bounds, velocity cone angle, angular velocity bounds and radius modifier bounds . . . seem to have some change in speed, angle and cone - could someone explain these in terms of direction???? Meaning explain the difference between them relative to top dead center/vertical 90 degrees, as opposed to 360 degree horizontal fan? which does which? I would like to make a single device machine to control the eruption/projectiles (I modify, compile, load game, view results, repeat 1000 times - some help would . . . help . . .) Note: the projectiles use this velocity, not their own.
I wish I had a real-time sapien/guerilla editor with viewable particles in the game window.
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Dec 7, 2010 06:49 AM
Msg. 11 of 20
As far as I know: Velocity bounds controls the speed of the Part spawned. Pretty straightforward. Velocity cone angle is the angle in which the Part will be spawned. When set to 360, it'll spawn in a random direction in a 360 degree angle. When set to 180, it'll spawn all on the positive Y axis, in the shape of say, a protractor. When set to 90, I think it goes straight up, not entirely sure. This field always seemed a bit iffy to me. Sometimes it doesn't obey, and other times it works perfectly. I just tweaked many, many times when trying to work out explosion debris. I would recommend looking at the tags of the flak cannon from m00kz's UT2004K ports, especially that of the secondary projectile explosion. Angular velocity bounds controls the number of degrees the Part will rotate very second. I've never actually used it in the effect tag, but it shows up in the particle_system tag as well, and that's the effect it has. Radius modifier bounds, again, haven't used in the effects tag, but I've seen similar in the light tag I think, and it basically controls the growth or shrinking of the Part. Theoretically, if you had it set to 1 and 3, it would start off at its normal radius, then by the end of its lifespan, would be 3x as large. Quote: I wish I had a real-time sapien/guerilla editor with viewable particles in the game window. Oh god, this. I actually say some dev on a project which achieved a similar effect over at Modacity, but I'm not sure if it ever got through :( Most of what I said is from personal experience - don't hold me to it cause sometimes it just doesn't seem right. Good luck! [hmm, fireworks...]
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HaloIsAHorribleGane
Joined: Nov 9, 2010
I'd rather play yahtzee
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Posted: Dec 7, 2010 07:20 AM
Msg. 12 of 20
Quote: --- Original message by: Slap Happy I wish I had a real-time sapien/guerilla editor with viewable particles in the game window. move to unreal cascade my friend
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Dec 12, 2010 09:08 PM
Msg. 13 of 20
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Dec 12, 2010 09:54 PM
Msg. 14 of 20
This is some really, really awesome effect tag work.
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Bobblehob
Joined: Aug 29, 2010
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Posted: Dec 12, 2010 11:14 PM
Msg. 15 of 20
Wow... that is beautiful, I love the spinning particles especially... Please release this in a map so we can enjoy its beauty...
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Dec 12, 2010 11:29 PM
Msg. 16 of 20
why do i hear birds faintly in the background when it looks like ur on a astroid?
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Dec 13, 2010 02:33 AM
Msg. 17 of 20
Quote: --- Original message by: Hydrogenwhy do i hear birds faintly in the background when it looks like ur on a astroid? lol, it's the bong, put it down. No birds, no bird sounds of any kind. but any way thanks - yes it will be released, right now it's 9 separate projectiles. This is only the "large" mortar - single effect tag that spawns all others. I will make medium and small as well. Also 15 separate sounds, some are permu's. Once I am done tagging, then I will script a full show. The spinners were a happy accident. : ) Timing is an issue with sounds though, because some sounds stop other sounds. But I may do a separate/optional scenery sounds such as crouds "ooooh, ahhhh" - maybe set it to music, we'll see. All tags are being organized in a single folder as to not overwrite other tags if extracted, and those I choose to leave out will be standard particles/bitmaps that come with HEK. I would like to do a custom burst, similar to the shockwave sprite. But, the only "sprite" tutorials i've found are for reticles - I need a tutorial for processing spites with guerilla/tool. This way, I could do an expanding burst effect which could be multicolored, and various shapes. Any one up for a sprite bitmap (NOT reticles) tutorial? can be simple - I'm a fast learner. Make it step by step plz, and specify how many times its processed using tool vs guerilla.
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NeiaG
Joined: May 18, 2008
Ohai Mark
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Posted: Dec 13, 2010 03:06 AM
Msg. 18 of 20
This totally made me think of a Halo: CE 4th of July party.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Dec 13, 2010 05:36 PM
Msg. 19 of 20
Not everyone's American. Perhaps a Christmas spectacular, though.
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Dec 13, 2010 07:06 PM
Msg. 20 of 20
It will be New Years - on death island (solely because of the hugantic ginormous sky box)- probably with a blank hud screen and a black sky
New Years during Christmastime will satisfy regardless of race, religion or country. Normally I don't give a crap about being politically correct. I am an American who is Christian and a redneck, so being insensitive to such things comes natural. :P
Any takers on the Sprite Tut? (see earlier post)
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