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Laboratory Effects Thread

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NELLO!! Mitico View user's profile Send private message

Reply with quote Thursday, July 05, 2012

have this too ingame ..but renamed

explosionsmokelargeExtra is called.. Wink
so we have 2 type Wink

this explosion is good for skills like big bang.. maximum flasher..

listen qwerty can you try to do this? explosion
most used in Dragon Ball Z.. esplosione a fungo

0.58 look... and this moment also 1.05 try something like this Wink this explosion result you will see many times.. with frieza,Ginyu,Piccolo Wink

http://www.youtube.com/watch?v=hPIeBlxx-xo

atomic

lukaszenko_PL View user's profile Send private message

Reply with quote Thursday, July 05, 2012

AuraDebris {
gravity 0.5

Emitter {
type radiusGround
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
}
}

qwerty In Advance View user's profile Send private message

Reply with quote Thursday, July 05, 2012

Mima wrote : 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. Smile



Thanks Smile
I want to improve this code, it's possible to push the sprite? Question

TRL View user's profile Send private message

Reply with quote Thursday, July 05, 2012

Hehe soccer ball. Nice touch. Bounces too slowly though.

RoganX Classy View user's profile Send private message

Reply with quote Thursday, July 05, 2012

Here is something I cooked up back in the day when I was kind of into the particle system. The idea was to create a "Summon the Dragon" attack. Never got it to work properly, though...

http://www.youtube.com/watch?v=4DmF6pp1yyA

qwerty In Advance View user's profile Send private message

Reply with quote Thursday, July 05, 2012

RoganX wrote : Here is something I cooked up back in the day when I was kind of into the particle system. The idea was to create a "Summon the Dragon" attack. Never got it to work properly, though...

http://www.youtube.com/watch?v=4DmF6pp1yyA



Nice! Very Happy

Rule:
- The experiment must be public



Please post the code and all necessary materials.
This thread is for learning. Smile

NELLO!! wrote : listen qwerty can you try to do this? explosion
most used in Dragon Ball Z.. esplosione a fungo



is too hard..
you try to Improve the code



ExplosionSmokeLarge {
   gravity 0.25
   Emitter {
      type radius
      radius 40
      slide 1
      count 300
      jitter 5
      life 2000

      Particle {
         map "celSmokeShader"
         //map "smokeModel"
         //model "Effects/Smoke/smoke.skin"
         life 10000
         mass 1
         scale 1000
         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 10000
         mass 1
         scale 50
         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 10000
         mass 1
         scale 500
         outScale 30 10000
         inRgba ( 1 1 1 0 ) 500
         rgba ( 1 1 1 1 )
         outrgba ( 1 1 1 0 ) 2500

      }
   }

   Emitter {
      type radius
      radius 400
      slide 1000
      count 20
      jitter 50
      life 2500
      delay 0
      period 250

      Particle {
         map "celSmokeShader"
         //map "smokeModel"
         //model "Effects/Smoke/smoke.skin"
         life 15000
         mass 1
         scale 600
         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 4500
      amount 150

   }

   Force {
      type drag
      area infinite
      amount 0.1
   }

}

NELLO!! Mitico View user's profile Send private message

Reply with quote Thursday, July 05, 2012

well not bad for now Wink

qwerty In Advance View user's profile Send private message

Reply with quote Thursday, July 05, 2012

NELLO!! wrote : well not bad for now Wink



New aura system



ZEQ2-Lite\ZEQ2\players\tierDefault.cfg

auraShader meleeSpeedLines

Skatter #*&@%! View user's profile Send private message

Reply with quote Thursday, July 05, 2012

TRL wrote : Hehe soccer ball. Nice touch. Bounces too slowly though.



He'll get the bounces figured out. Adjusting the gravity of the system or the mass of that particular particle might help, although I haven't been messing around with particles lately.

I'm sure these guys'll figure it out. I've always said that if I could do it ANYONE could, and I expect they'll take it places I didn't Very Happy

qwerty In Advance View user's profile Send private message

Reply with quote Friday, July 06, 2012

DragonBall Soccer 2
(improved physics)

Video
http://tinypic.com/player.php?v=s3hqxg&s=6

ZEQ2\effects\hardcoded.psys

AuraDebris {
   gravity 1.7

   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 10
      amount 1.25
       
      link entity
      dir ( 0 0 1 )
   }

   Force {
      type drag
      area infinite
      amount 1

      link entity
   }

   Constraint {
      type plane
      value 0.6
   }
}

Zeth The Admin View user's profile Send private message

Reply with quote Friday, July 06, 2012

Hah. Glad to see people experimenting uniquely with particle system in order to get a feel. Keep it up, guys!

qwerty In Advance View user's profile Send private message

Reply with quote Friday, July 06, 2012

New Aura Effects



Video
http://tinypic.com/player.php?v=msm0za&s=6

AuraDebris {
   gravity 0

   Emitter {
      type radius
      radius 40
      grndDist 48
      slide  10
      jitter 25
      count 5
      period 15

      link entity

      Particle {
         map "celSmokeShader"
         life 3000
         mass 1
         scale 20
         outScale 0.1 200
         rgba ( 1 1 1 1 )
      }

      Particle {
         map "celSmokeShader"
         life 3000
         mass 1
         scale 4
         outScale 0.1 200
         rgba ( 1 1 1 1 )
      }

      Particle {
         map "Particles_Rock3"
         life 3000
         mass 1
         scale 4
         outScale 0.1 200
         rgba ( 1 1 1 1 )
      }
   }

   Force {
      type spherical
      area sphere 0
      falloff 275
      amount 200
      
      link entity
      dir ( 0 0 1 )
   }

   Force {
      type drag
      area infinite
      amount 2

      link entity
   }

   Constraint {
      type plane
      value 0.3
   }
}

NELLO!! Mitico View user's profile Send private message

Reply with quote Friday, July 06, 2012

try to make that he don't show when you fly..

aura debris traditional don't show in fly Wink

lukaszenko_PL View user's profile Send private message

Reply with quote Friday, July 06, 2012

its to bigg

I like this when hi rotate this is nice effects Wink


good work qwerty

NELLO!! Mitico View user's profile Send private message

Reply with quote Friday, July 06, 2012

lukaszenko_PL wrote : its to bigg

I like this when hi rotate this is nice effects Wink


good work qwerty





yes .. the spin effect we will use for the tornado technique Wink ...

GacktScene View user's profile Send private message

Reply with quote Friday, July 06, 2012

I've been playing with the particle stuff as well but I have found 1 snag, maybe you guys can help me. I notice after a while, blasting away, there is a limit on how much smoke can exist in the world, is there any way to bump the limit up? Or in doing so, could it cause an engine overload? If that's the case, than its okay, but if there is a way to let more exist at all times, that would be perfect.

Zeth The Admin View user's profile Send private message

Reply with quote Friday, July 06, 2012

I've been playing with the particle stuff as well but I have found 1 snag, maybe you guys can help me. I notice after a while, blasting away, there is a limit on how much smoke can exist in the world, is there any way to bump the limit up? Or in doing so, could it cause an engine overload? If that's the case, than its okay, but if there is a way to let more exist at all times, that would be perfect.


There are a few maximum constants defined in cgame (in the source code). However, as this is available and very easily compilable (one click!), anyone should be able to patch in a change if they see fit to raise the limits.

Check out the cg_particle* source files in Source/Cgame. Look specifically for #DEFINE lines where constants are set. It's likely have a "MAX" keyword in it.

VLadD View user's profile Send private message

Reply with quote Friday, July 06, 2012

qwerty will be great if you will do charge like this http://www.youtube.com/watch?v=yod-dPkaOtw

watch 0:36

what smoke goes only on ground

NELLO!! Mitico View user's profile Send private message

Reply with quote Friday, July 06, 2012

that's good idea Smile and also easy to do.. at least I think Laughing ..

qwerty In Advance View user's profile Send private message

Reply with quote Friday, July 06, 2012

VLadD wrote : qwerty will be great if you will do charge like this http://www.youtube.com/watch?v=yod-dPkaOtw

watch 0:36

what smoke goes only on ground





Video
http://tinypic.com/player.php?v=1jx5k7&s=6

ZEQ2\effects\hardcoded.psys

AuraDebris {
   gravity 0

   Emitter {
      type radiusGround
      radius 20
      grndDist 48
      slide  0
      jitter 0
      count 5
      period 30

      link entity

      Particle {
         map "celSmokeShader"
         life 3000
         mass 1
         scale 20
         outScale 0.1 200
         rgba ( 1 1 1 1 )
      }

      Particle {
         map "celSmokeShader"
         life 3000
         mass 1
         scale 6
         outScale 0.1 200
         rgba ( 1 1 1 1 )
      }

      Particle {
         map "Particles_Rock3"
         life 3000
         mass 1
         scale 2
         outScale 0.1 200
         rgba ( 1 1 1 1 )
      }
   }

   Force {
      type spherical
      area sphere 0
      falloff 150
      amount 200
       
      link entity
      dir ( 0 0 1 )
   }

   Force {
      type drag
      area infinite
      amount 2

      link entity
   }

   Constraint {
      type plane
      value 0.1
   }
}

Zay View user's profile Send private message

Reply with quote Friday, July 06, 2012

Well I made red lightning with help of Arnold but that's it.

Nemix View user's profile Send private message

Reply with quote Friday, July 06, 2012

qwerty, why don't you use YouTube?

VLadD View user's profile Send private message

Reply with quote Saturday, July 07, 2012

not bad you can do it from the starting sizi to more bigger and make more area for smoke

NELLO!! Mitico View user's profile Send private message

Reply with quote Saturday, July 07, 2012

good Wink add more radius and a bit more scale .. this one is good for standard effect base aura level..

the powered for Super Saiyan will be with bigger scale and more radius Wink ..

qwerty In Advance View user's profile Send private message

Reply with quote Saturday, July 07, 2012

DragonBall Basket Cool

(You can throw the ball!)



Video
http://tinypic.com/player.php?v=29n9oo3&s=6

Overwrite:

ZEQ2-Lite\ZEQ2\effects\smoke\smokeSprite.png



Optional:
Map School http://mxl.cz/q3maps

/map mxl_school



ZEQ2\effects\hardcoded.psys

AuraSmokeBurst {
   gravity 0.05
   Emitter {
      type radiusGround
      grndDist 48
      radius 40
      slide 40
      count 50
      jitter 5
      life 1000
      Particle {
         map "celSmokeShader"
         //model "Effects/Smoke/smoke.skin"
         life 1000
         mass 1
         scale 0
         rgba ( 1 1 1 1 )
         outRgba ( 1 1 1 0 ) 2500

      }
      Particle {
         map "celSmokeShader2"
         //model "Effects/Smoke/smoke.skin"
         life 1000
         mass 1
         scale 25
         rgba ( 1 1 1 1 )
         outRgba ( 1 1 1 0 ) 2500

      }
      Particle {
         map "celSmokeShader3"
         //model "Effects/Smoke/smoke.skin"
         life 1000
         mass 1
         scale 25
         rgba ( 1 1 1 1 )
         outRgba ( 1 1 1 0 ) 2500

      }
   }

   Force {
      type spherical
      area sphere 0
      falloff 80
      amount 20

   }

   Force {
      type drag
      area infinite
      amount 0.2
   }

}

AuraDebris {
   gravity 1.7

   Emitter {
      type radius
      radius 1
      grndDist 40
      slide  20
      jitter 0
      count 0.1
      period 550

      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 spherical
      area sphere 5
      falloff 100000
      amount 20.25
       
      link entity
      dir ( 0 0 1 )
   }

   Force {
      type spherical
      area sphere 5
      amount 1

      link entity
   }

   Constraint {
      type plane
      value 0.6
   }
}



DragonBall Soccer 3
Just replace the sprite Razz

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