Author |
Message |
NELLO!!
Mitico
|
Thursday, July 05, 2012
have this too ingame ..but renamed
explosionsmokelargeExtra is called..
so we have 2 type
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 this explosion result you will see many times.. with frieza,Ginyu,Piccolo
http://www.youtube.com/watch?v=hPIeBlxx-xo
atomic
|
lukaszenko_PL
|
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
|
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. 
Thanks
I want to improve this code, it's possible to push the sprite?
|
TRL
|
Thursday, July 05, 2012
Hehe soccer ball. Nice touch. Bounces too slowly though.
|
RoganX
Classy
|
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
|
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!
Rule:
- The experiment must be public
Please post the code and all necessary materials.
This thread is for learning.
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
|
Thursday, July 05, 2012
well not bad for now
|
qwerty
In Advance
|
Thursday, July 05, 2012
NELLO!! wrote : well not bad for now 
New aura system
ZEQ2-Lite\ZEQ2\players\tierDefault.cfg
auraShader meleeSpeedLines
|
Skatter
#*&@%!
|
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
|
qwerty
In Advance
|
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
|
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
|
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
|
Friday, July 06, 2012
try to make that he don't show when you fly..
aura debris traditional don't show in fly
|
lukaszenko_PL
|
Friday, July 06, 2012
its to bigg
I like this when hi rotate this is nice effects
good work qwerty
|
NELLO!!
Mitico
|
Friday, July 06, 2012
lukaszenko_PL wrote : its to bigg
I like this when hi rotate this is nice effects
good work qwerty
yes .. the spin effect we will use for the tornado technique ...
|
GacktScene
|
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
|
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
|
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
|
Friday, July 06, 2012
that's good idea and also easy to do.. at least I think ..
|
qwerty
In Advance
|
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
|
Friday, July 06, 2012
Well I made red lightning with help of Arnold but that's it.
|
Nemix
|
Friday, July 06, 2012
qwerty, why don't you use YouTube?
|
VLadD
|
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
|
Saturday, July 07, 2012
good 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 ..
|
qwerty
In Advance
|
Saturday, July 07, 2012
DragonBall Basket
(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
|