Author |
Message |
gokusaif1
|
Thursday, July 05, 2012
his name is qwerty
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qwerty
In Advance
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Thursday, July 05, 2012
NELLO!! wrote : do you need that detail?
Yes.
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lukaszenko_PL
|
Thursday, July 05, 2012
this effects its cool bat its to slow
when wee fight in server 10 people and use ki blast wee logg server this smoge need more speed
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qwerty
In Advance
|
Thursday, July 05, 2012
lukaszenko_PL wrote : this effects its cool bat its to slow
when wee fight in server 10 people and use ki blast wee logg server this smoge need more speed
What effect it's slow?
New aura spinning effects
Video
http://tinypic.com/player.php?v=2v9rrjq&s=6
ZEQ2\effects\hardcoded.psys
AuraDebris {
gravity 0.5
Emitter {
type radius
radius 50
grndDist 48
slide 10
jitter 25
count 1
period 70
link entity
Particle {
map "Particles_Rock1"
life 5000
mass 1
scale 2
outScale 0.1 200
rgba ( 1 1 1 1 )
}
Particle {
map "Particles_Rock2"
life 5000
mass 1
scale 1
outScale 0.1 200
rgba ( 1 1 1 1 )
}
Particle {
map "celSmokeShader"
life 5000
mass 1
scale 8
outScale 0.1 200
rgba ( 1 1 1 1 )
}
}
Force {
type spin
area infinite
falloff 1
amount 7.25
link entity
dir ( 0 0 1 )
}
Force {
type drag
area infinite
amount 2
link entity
}
Constraint {
type plane
value 0.3
}
}
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Richma
|
Thursday, July 05, 2012
keep only the rocks
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NELLO!!
Mitico
|
Thursday, July 05, 2012
well .. this effect exsist in the anime but would be nice if we have aura swirl
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NELLO!!
Mitico
|
Thursday, July 05, 2012
qwerty give me 25 min and I make for you that detail.. after you will try
try this for now.. just tones
added some details.. carbonized rocks..
|
qwerty
In Advance
|
Thursday, July 05, 2012
Thanks Nello!
Improved explosion 3
Video
http://tinypic.com/player.php?v=14uuu89&s=6
ZEQ2\effects\explosionSmoke.psys
ExplosionSmokeLarge {
gravity 0.25
Emitter {
type sphere
radius 40
slide 10
count 200
jitter 5
life 5000
Particle {
map "celSmokeShader"
//map "smokeModel"
//model "Effects/Smoke/smoke.skin"
life 15000
mass 1
scale 1500
outScale 20 10000
inRgba ( 1 1 1 0 ) 500
rgba ( 1 1 1 1 )
outrgba ( 1 1 1 0 ) 2500
}
Particle {
map "celSmokeShader"
//map "smokeModel"
//model "Effects/Smoke/smoke.skin"
life 15000
mass 1
scale 1500
outScale 25 10000
inRgba ( 1 1 1 0 ) 500
rgba ( 1 1 1 1 )
outrgba ( 1 1 1 0 ) 2500
}
Particle {
map "celSmokeShader"
//map "smokeModel"
//model "Effects/Smoke/smoke.skin"
life 15000
mass 1
scale 1500
outScale 30 10000
inRgba ( 1 1 1 0 ) 500
rgba ( 1 1 1 1 )
outrgba ( 1 1 1 0 ) 2500
}
}
Emitter {
type radius
radius 40
slide 50
count 50
jitter 5
life 1500
delay 250
period 250
Particle {
map "Particles_Rock2"
//map "Particles_Rock1"
//model "Effects/Smoke/smoke.skin"
life 5000
mass 1
scale 40
outScale 10 1500
inRgba ( 1 1 1 0 ) 500
rgba ( 1 1 1 1 )
outrgba ( 1 1 1 0 ) 1000
}
}
Force {
type spherical
area sphere 0
falloff 8250
amount 150
}
Force {
type drag
area infinite
amount 0.3
}
}
|
Skatter
#*&@%!
|
Thursday, July 05, 2012
So neat that people are finally picking this up and running with it! Now, keep learning! Also, don't hesitate to start looking at Unity particle systems
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NELLO!!
Mitico
|
Thursday, July 05, 2012
okay not bad I like ..in the explosion moment good.. just don't like how disappear the smoke (cause are the black things) of course you can try to use the other without that thing..
|
alishan22
|
Thursday, July 05, 2012
Skatter wrote : So neat that people are finally picking this up and running with it! Now, keep learning! Also, don't hesitate to start looking at Unity particle systems 
Again the unity misery.....why don;t you guys just tell us about it
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ssj6vegeta
|
Thursday, July 05, 2012
alishan22 wrote : Skatter wrote : So neat that people are finally picking this up and running with it! Now, keep learning! Also, don't hesitate to start looking at Unity particle systems 
Again the unity misery.....why don;t you guys just tell us about it 
it isn't a mystery
the original ZEQ2 has moved to unity and zeq2lite is still ioquake3(if that's the engine)
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NELLO!!
Mitico
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Thursday, July 05, 2012
need help with one thing.. where is the aura? how to change aura I mean..where is psys?? if we don't use this what we use for aura?..
|
alishan22
|
Thursday, July 05, 2012
ssj6vegeta wrote : alishan22 wrote : Skatter wrote : So neat that people are finally picking this up and running with it! Now, keep learning! Also, don't hesitate to start looking at Unity particle systems 
Again the unity misery.....why don;t you guys just tell us about it 
it isn't a mystery
the original ZEQ2 has moved to unity and zeq2lite is still ioquake3(if that's the engine)
Ohhh! so the old quake version of ZEQ2 has been moved to unity.
|
qwerty
In Advance
|
Thursday, July 05, 2012
ssj6vegeta wrote : alishan22 wrote : Skatter wrote : So neat that people are finally picking this up and running with it! Now, keep learning! Also, don't hesitate to start looking at Unity particle systems 
Again the unity misery.....why don;t you guys just tell us about it 
it isn't a mystery
the original ZEQ2 has moved to unity and zeq2lite is still ioquake3(if that's the engine)
I received a private message months ago on my ModDb page.
|
AraVinD
|
Thursday, July 05, 2012
oo a secret ZEQ
|
qwerty
In Advance
|
Thursday, July 05, 2012
NELLO!! wrote : need help with one thing.. where is the aura? how to change aura I mean..where is psys?? if we don't use this what we use for aura?..
I do not know.
Is a secret of Aravind.
|
NELLO!!
Mitico
|
Thursday, July 05, 2012
let the secret out...
ZEQ2 is the first project
zeq2lite is this we use.. engine ioquake
actually the engine for ZEQ2 is unity..
unity is a lot better ,much better quality, more fluidity..
|
Skatter
#*&@%!
|
Thursday, July 05, 2012
ssj6vegeta wrote :
it isn't a mystery
the original ZEQ2 has moved to unity and zeq2lite is still ioquake3(if that's the engine)
Wayne is right.
alishan22 wrote : Ohhh! so the old quake version of has been moved to unity.
I wouldn't say the old quake version here, just that ZEQ2 is out of hibernation(I wouldn't say it was ever anything except dormant). It was always planned to be(and still is) much more robust in terms of pretty much everything.
So continue to brush up your skills with ZEQ2-Lite(by that, I mean SVN-worthy projects), and at the same time, perhaps look into Unity and its implications for the progression of ZEQ2
Now, let us not steer this discussion any further away from the particle systems!
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alishan22
|
Thursday, July 05, 2012
Obligation killed!continue
|
qwerty
In Advance
|
Thursday, July 05, 2012
DragonBall Soccer
(the ball bounces watch the video)
Video
http://tinypic.com/player.php?v=ridu7m&s=6
Overwrite:
ZEQ2-Lite\ZEQ2\effects\smoke\smokeSprite.png
ZEQ2\effects\hardcoded.psys
AuraDebris {
gravity 0.8
Emitter {
type point
radius 50
grndDist 180
slide 10
jitter 25
count 1
period 150
link entity
Particle {
map "celSmokeShader"
life 999999
mass 1
scale 10
outScale 0.1 200
rgba ( 1 1 1 1 )
}
Particle {
map "Particles_Rock2"
life 1
mass 1
scale 1
outScale 0.1 200
rgba ( 1 1 1 1 )
}
Particle {
map "Particles_Rock3"
life 1
mass 1
scale 1
outScale 0.1 200
rgba ( 1 1 1 1 )
}
}
Force {
type directional
area infinite
falloff 1
amount 1.25
link entity
dir ( 0 0 1 )
}
Force {
type drag
area infinite
amount 1
link entity
}
Constraint {
type plane
value 0.6
}
}
Is possible to push the sprite?
|
Mima
The Disciple
|
Thursday, July 05, 2012
Haha GREAT job qwerty! This really made me laugh. Awesome work! You can post it in the particle thread as well, it's really great.
|
lukaszenko_PL
|
Thursday, July 05, 2012
qwerty wrote : lukaszenko_PL wrote : this effects its cool bat its to slow
when wee fight in server 10 people and use ki blast wee logg server this smoge need more speed
What effect it's slow?
New aura spinning effects
Video
http://tinypic.com/player.php?v=2v9rrjq&s=6
ZEQ2\effects\hardcoded.psys
AuraDebris {
gravity 0.5
Emitter {
type radius
radius 50
grndDist 48
slide 10
jitter 25
count 1
period 70
link entity
Particle {
map "Particles_Rock1"
life 5000
mass 1
scale 2
outScale 0.1 200
rgba ( 1 1 1 1 )
}
Particle {
map "Particles_Rock2"
life 5000
mass 1
scale 1
outScale 0.1 200
rgba ( 1 1 1 1 )
}
Particle {
map "celSmokeShader"
life 5000
mass 1
scale 8
outScale 0.1 200
rgba ( 1 1 1 1 )
}
}
Force {
type spin
area infinite
falloff 1
amount 7.25
link entity
dir ( 0 0 1 )
}
Force {
type drag
area infinite
amount 2
link entity
}
Constraint {
type plane
value 0.3
}
}
change this
aura sky
|
lukaszenko_PL
|
Thursday, July 05, 2012
ExplosionSmokeLarge {
Emitter {
type sphere
radius 40
slide 10
count 200
jitter 5
life 5000
Particle {
map "celSmokeShader"
//map "smokeModel"
//model "Effects/Smoke/smoke.skin"
life 3500
mass 1
scale 2100
outScale 20 10000
inRgba ( 1 1 1 0 ) 500
rgba ( 1 1 1 1 )
outrgba ( 1 1 1 0 ) 2500
}
Particle {
map "celSmokeShader"
//map "smokeModel"
//model "Effects/Smoke/smoke.skin"
life 3500
mass 1
scale 2100
outScale 25 10000
inRgba ( 1 1 1 0 ) 500
rgba ( 1 1 1 1 )
outrgba ( 1 1 1 0 ) 2500
}
Particle {
map "celSmokeShader"
//map "smokeModel"
//model "Effects/Smoke/smoke.skin"
life 3500
mass 1
scale 2100
outScale 30 10000
inRgba ( 1 1 1 0 ) 500
rgba ( 1 1 1 1 )
outrgba ( 1 1 1 0 ) 2500
}
}
Emitter {
type radius
radius 40
slide 50
count 50
jitter 5
life 1500
delay 250
period 250
Particle {
map "Particles_Rock2"
//map "Particles_Rock1"
//model "Effects/Smoke/smoke.skin"
life 3500
mass 1
scale 80
outScale 10 1500
inRgba ( 1 1 1 0 ) 500
rgba ( 1 1 1 1 )
outrgba ( 1 1 1 0 ) 1000
}
}
Force {
type spherical
area sphere 0
falloff 8250
amount 150
}
Force {
type drag
area infinite
amount 0.3
}
}
|
NELLO!!
Mitico
|
Thursday, July 05, 2012
qwerty wrote : DragonBall Soccer
(the ball bounces watch the video)
Video
http://tinypic.com/player.php?v=ridu7m&s=6
Overwrite:
ZEQ2-Lite\ZEQ2\effects\smoke\smokeSprite.png
ZEQ2\effects\hardcoded.psys
AuraDebris {
gravity 0.8
Emitter {
type point
radius 50
grndDist 180
slide 10
jitter 25
count 1
period 150
link entity
Particle {
map "celSmokeShader"
life 999999
mass 1
scale 10
outScale 0.1 200
rgba ( 1 1 1 1 )
}
Particle {
map "Particles_Rock2"
life 1
mass 1
scale 1
outScale 0.1 200
rgba ( 1 1 1 1 )
}
Particle {
map "Particles_Rock3"
life 1
mass 1
scale 1
outScale 0.1 200
rgba ( 1 1 1 1 )
}
}
Force {
type directional
area infinite
falloff 1
amount 1.25
link entity
dir ( 0 0 1 )
}
Force {
type drag
area infinite
amount 1
link entity
}
Constraint {
type plane
value 0.6
}
}
Is possible to push the sprite?
Hello there. Hello there. nice qwerty the first goal is mine
|