
notrododo93
Joined: Mar 26, 2016
Project Armonia lead (and only) developer
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Posted: Mar 26, 2016 04:53 AM
Msg. 1 of 21
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Mar 26, 2016 05:00 AM
Msg. 2 of 21
Your effects look great And you already know that Keep up the good work
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notrododo93
Joined: Mar 26, 2016
Project Armonia lead (and only) developer
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Posted: Mar 26, 2016 05:01 AM
Msg. 3 of 21
Glad to see somebody still remembers me <3
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Mar 26, 2016 05:26 AM
Msg. 4 of 21
Yooooooooo effects are gorgeous.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Mar 26, 2016 06:08 AM
Msg. 5 of 21
scorpion cannon kind of looks like halo 3 shell detonation nice
plasma grenade can't see it from all angles so I can't say much, are you going for halo 3 fx?
Fuel rod gun explosion wow that's looks better the what zteam put in there tag pack
nade explosion dose not look as good
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Mar 26, 2016 06:25 AM
Msg. 6 of 21
Ohhh boy I am loving your explosion effects
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notrododo93
Joined: Mar 26, 2016
Project Armonia lead (and only) developer
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Posted: Mar 26, 2016 06:52 AM
Msg. 7 of 21
Quote: scorpion cannon kind of looks like halo 3 shell detonation nice It's the most WIP thing I've uploaded. It doesn't look bad, but I don't feel like it has a strong personality. Quote: plasma grenade can't see it from all angles so I can't say much, are you going for halo 3 fx?
NO. NO. NO. Halo 3 plasma grenade was BAD. I was first going for a Reach-like explosion, but it was too small and quick to fit my taste, so I mixed elements from various Halo games. It has various features from Halo 1 (a big blast radius, with a longer-lasting flare than other Halo games), but with elements from Reach and other Halo games (the ember sparks, the shock wave, the sparks trail and the electric bolts, along with higher-res textures for the fireball) Quote: Fuel rod gun explosion wow that's looks better the what zteam put in there tag pack
It is the best effect I made, along with the needler supercombine. I've really fallen in love to it. Quote: nade explosion dose not look as good Glad to see that I'm not the only one who is not entirely persuaded by that. Problem is, I don't have any idea to improve it. If others share this feeling, I may just port the explosion from Reach as it is.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Mar 26, 2016 08:05 AM
Msg. 8 of 21
Quote: --- Original message by: notrododo93Quote: scorpion cannon kind of looks like halo 3 shell detonation nice It's the most WIP thing I've uploaded. It doesn't look bad, but I don't feel like it has a strong personality. Quote: plasma grenade can't see it from all angles so I can't say much, are you going for halo 3 fx?
NO. NO. NO. Halo 3 plasma grenade was BAD. I was first going for a Reach-like explosion, but it was too small and quick to fit my taste, so I mixed elements from various Halo games. It has various features from Halo 1 (a big blast radius, with a longer-lasting flare than other Halo games), but with elements from Reach and other Halo games (the ember sparks, the shock wave, the sparks trail and the electric bolts, along with higher-res textures for the fireball) Quote: Fuel rod gun explosion wow that's looks better the what zteam put in there tag pack
It is the best effect I made, along with the needler supercombine. I've really fallen in love to it. Quote: nade explosion dose not look as good Glad to see that I'm not the only one who is not entirely persuaded by that. Problem is, I don't have any idea to improve it. If others share this feeling, I may just port the explosion from Reach as it is. ahh just took a look at your Needler supercombine not bad not bad at all ahh so your going for Reach{-}like explosions, you could take a look at some maps here, at halo maps, that may help just took at look at Wraith (antigravity, mortar firing and projectile detonation;) not the best ever saw, but wowza all the same, however the fx seems a tad big no? fx means mortar firing. Edited by DOOM899 on Mar 26, 2016 at 08:09 AM
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Mar 26, 2016 08:16 AM
Msg. 9 of 21
Stop giving the title that the effects are ugly, because if I didn't had a GF I would marry them :3
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notrododo93
Joined: Mar 26, 2016
Project Armonia lead (and only) developer
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Posted: Mar 26, 2016 08:27 AM
Msg. 10 of 21
Quote: not the best ever saw, but wowza all the same, however the fx seems a tad big no?
fx means mortar firing.
Edited by DOOM899 on Mar 26, 2016 at 08:09 AM Probably, but the antigravity particle has been a pain in the *** for a whole lot of reasons and I ain't gonna touch it for a while. About the mortar firing I wanted the thing to be huge. I want players to be hella scared by the oversized flash... but I guess it's way too oversized lol. I'll work on that.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Mar 26, 2016 08:40 AM
Msg. 11 of 21
HNNNNNNGH Glad to see you coming back! Your effects still rock, that wraith mortar flare made me jizz in my pants! Any chance for an in-depth tutorial? And are you gonna taking requests?
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notrododo93
Joined: Mar 26, 2016
Project Armonia lead (and only) developer
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Posted: Mar 26, 2016 09:03 AM
Msg. 12 of 21
Quote: Any chance for an in-depth tutorial? And are you gonna taking requests? Yes and yes. Feel free to pm me any time, I'd gladly work with you. Edited by notrododo93 on Mar 26, 2016 at 09:04 AM
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Mar 26, 2016 10:21 AM
Msg. 13 of 21
Yes it would be nice to know how the bitmaps are made.
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Mar 26, 2016 12:55 PM
Msg. 14 of 21
WB mate!
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 26, 2016 03:40 PM
Msg. 15 of 21
Those sprites don't seem custom to me.....
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Mar 26, 2016 11:50 PM
Msg. 16 of 21
I missed you...
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 27, 2016 05:42 AM
Msg. 17 of 21
On a second look it seems most of your "fx" use the same .effect tag with minor flag tweaks here and there.
Though the first result deserved some recognition the constant loops of the near repetitious effects being utilized over and over with additional particle subterfuge felt both tedious and dreary from the second video upwards.
I understand within a production environment no matter how over or understated that the use of modular entities is both cost effective and time saving but if you are unable to pick and choose what to re-use and recycle in an suitable manner, then you are much better off creating something very close to individually unique with only the pre-existing raw fundamentals as your foundation. Edited by Super Flanker on Mar 27, 2016 at 05:47 AM
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notrododo93
Joined: Mar 26, 2016
Project Armonia lead (and only) developer
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Posted: Mar 27, 2016 06:14 AM
Msg. 18 of 21
Quote: On a second look it seems most of your "fx" use the same .effect tag with minor flag tweaks here and there. You are right on that, but in my defence I can safely say that each and every Halo Game did that. Halo 1 based every explosion effect on effects\particles\energy\bitmaps\cloud c fire and variants with some smoke eventually added, whereas later halo games made all their explosions on fireball sprite + fireball palette with different RGBA settings and minor tweaks (I'll explain that when I'll publish the tutorial I was asked for, but you got to trust me on this one: particles were rendered this way this way with Halo 3, Halo Reach, Halo CEA and, though to a lesser extent, Halo 4 as well; don't know about Halo 2 and H2A, as I have never gave much attention to them; Halo CEA was the only game where explosions had something more than just these few elements, but I'm still unsure about how should I render them). The particle is indeed the same, just as it happens in every Halo game I could look at, but it is used in different ways (the first things I can think of, beside the colors, is the spawning method; some explosions continuously spawn the particles for a brief amount of time to grant a higher degree of randomization and a longer lifespan, whereas others, like the one from the scorpion, spawn them just at the beginning; some of the particles are spawned on all 360 degrees, others are thrown along the normal, so on so forth; except the anti aircraft shade, which uses a completely different particle altoghether). I'm still experimenting and learning, of course, but don't be unfair to me. Anyway, following Altheros' advice, I've been giving more personality to my explosions by adding flaming debris, and I'll definitely add more variations to my particle, as you are right indeed when you say that this repetition may be boring. Edited by notrododo93 on Mar 27, 2016 at 06:40 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 27, 2016 06:52 AM
Msg. 19 of 21
Quote: --- Original message by: notrododo93Quote: On a second look it seems most of your "fx" use the same .effect tag with minor flag tweaks here and there. You are right on that, but in my defence I can safely say that each and every Halo Game did that. Halo 1 based every explosion effect on effects\particles\energy\bitmaps\cloud c fire and variants with some smoke eventually added, whereas later halo games made all their explosions on fireball sprite + fireball palette with different RGBA settings and minor tweaks (at least, this was done with Halo 3, Halo Reach, Halo CEA and, though to a lesser extent, Halo 4 as well; don't know about Halo 2 and H2A, as I have never gave much attention to it). The particle is indeed the same, just as it happens in every Halo game I could look at, but it is used in different ways (the first things I can think of, beside the colors, is the spawning method; some explosions continuously spawn the particles for a brief amount of time to grant a higher degree of randomization and a longer lifespan, whereas others, like the one from the scorpion, spawn them just at the beginning; some of the particles are spawned on all 360 degrees, others are thrown along the normal, so on so forth). I'm still experimenting and learning, of course, but don't be unfair to me. Quote: --- Original message by: Super Flanker I understand within a production environment no matter how over or understated that the use of modular entities is both cost effective and time saving but if you are unable to pick and choose what to re-use and recycle in an suitable manner, then you are much better off creating something very close to individually unique with only the pre-existing raw fundamentals as your foundation. Edited by Super Flanker on Mar 27, 2016 at 05:47 AM As I mentioned above there is absolutely nothing wrong with incorporating modular works if you are having trouble with reaching a memory budget, time constraints or ideas. However. Since the 1st and perhaps the 3rd argument bear no stead with you or what you have produced I encourage you to seek out alternative methods of variation. Rather than adjusting and amending fields of colour, angle, velocity and radii your efforts would be best served dealing with the actual core of the effect it'self. (sprites) You can mess around with events, layering particle over particle but when all is said and done your finished product would be no more than an minor amalgam at best. To put it simply slapping a fancy hood ornament and new set of rims on a dodge neon still does not change the fact that it's a dodge neon. (albeit a jazzier one) If you are struggling with Image based particle creation as my gut suggests then I recommend you enlist into a community which addresses the entire VFX and particle engineering spectrum. Or you can pm me for any spare sprite's I may have laying around. Either way you've shown your ability to practice on the in-engine side of things now focus your intentions on the actual artistic side of motion graphics. As an alternative you could browse through and "borrow" the bitmap files sporadically located within "Another Stupid Campaign Mod" & CMT's "SPv3" both of which were under the direction of ifafudafi once upon a time. As for coming across as unfair I beg pardon if that was indeed how you perceived me to be. I only meant to aid, not to demean. Edited by Super Flanker on Mar 27, 2016 at 06:53 AM
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notrododo93
Joined: Mar 26, 2016
Project Armonia lead (and only) developer
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Posted: Mar 27, 2016 07:01 AM
Msg. 20 of 21
Every criticism is more than welcomed; I came here to find ideas and advice about how should I improve, not to be told how good I am. I have some more ideas, and I'll put them to use, then I'll get back here with more videos and hear what you have to say about them. My problem is not with memory budget, time or ideas... it's just that I'm alone working on that; I may have many good ideas, much time at my disposal and as much memory as I want, but, ultimately, if I'm alone, I can have just as many ideas as a single man can, and as much time as a single man has. (SOI knows this better than each and every one of us... I don't know how the hell did he get this far all on his own) Edited by notrododo93 on Mar 27, 2016 at 07:21 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 27, 2016 07:27 AM
Msg. 21 of 21
Quote: --- Original message by: notrododo93 Every criticism is more than welcomed; I came here to find ideas and advice about how should I improve, not to be told how good I am. I have some more ideas, and I'll put them to use, then I'll get back here with more videos and hear what you have to say about them. My problem is not with memory budget, time or ideas... it's just that I'm alone working on that; I may have many good ideas, much time at my disposal and as much memory as I want, but, ultimately, if I'm alone, I can go just as far as a lone man can go ) Asking for effects/particles ideas & help around halomaps or indeed most other halo modding sites won't get you anywhere unfortunately. I'm not sure as to why but particle modding specifics seem to have dropped off a cliff after 2011 :( as such most of the contributions will pertain to: "this doesn't look right make it bigger" "that color looks weird" "when are you going to release this" This isn't the fault of halomaps it'self or any other worthy alternative, the issue lies with either the lack of transparency, trust and discoveries made between individuals or perhaps the gene pool for caring about flashy explosions has dried up? Whatever the case I'd be surprised if anyone other than my self steps forward to volunteer anything of particular note. Which is why as I have suggested before hand to arm your self with knowledge outside BLAM before venturing back in. Some of this may be of assitance though it it may come across as haphazard and past due: Foundation &ImplementationAreKeyTo Progression.
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