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Particle Emitter for Unreal 1
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Raven



Joined: 13 Dec 2006
Posts: 22

PostPosted: Thu Feb 15, 2007 4:46 pm    Post subject: Reply with quote

New version v 1.2a can be downloaded form: http://turniej.unreal.pl/files/RParticlesU1a.zip

Code:

# v. 1.2a (Unreal 1 version)
    * new SpawnOffset vestor in Particle_EffectArea[16]

# v. 1.2
    * ParticleEmitter is now fully ClientSide.
    * States TriggerControl/TriggerTurnsOff/TriggerTurnsOn/TriggerToggle/TriggeredBlast was moved to ExtendedEmitter because of replication which was required in order to make this states work
    * WeaponEmitter for any effects which have to be spawned/destroyed during game (like Explosions, etc.)

# v. 1.1 (unreleased)
    * new Particle_EffectArea[16] struct to override defult spawn area
    * new Particle_Mesh[16] struct which allows to play animations while bUseMesh in Particle_Display[16] is true
    * new Particle_Destination[16] struct which gives ability to decide about optional destination
    * new ParticlePath actor used to give particles specified path (can be used only if DestinationType != DEST_None)
    * new features in Force actor

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K죣èr_§kā&#



Joined: 10 Jul 2004
Posts: 164

PostPosted: Fri Feb 16, 2007 11:31 pm    Post subject: Reply with quote

Hey, can I use this in my map? I'm not putting it up for download but I might change my mind, so I'm gonna ask for permission in advance.
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Raven



Joined: 13 Dec 2006
Posts: 22

PostPosted: Fri Feb 16, 2007 11:34 pm    Post subject: Reply with quote

OMG!! I've released it for PUBLIC USE so go ahead and use it if you want. Whatever I'll release - it's for use without asking me for permission (if I didn't say different in readme).
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K죣èr_§kā&#



Joined: 10 Jul 2004
Posts: 164

PostPosted: Sat Feb 17, 2007 12:00 am    Post subject: Reply with quote

Oh, okay then. But now I've decided that I'm going to wait for the absolute final version before I add it to my map.

Also, can I make a suggestion? Do you think you can make a particle effect that looks like a water splash? That'd be cool. But you don't have to do it if you don't want to
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Raven



Joined: 13 Dec 2006
Posts: 22

PostPosted: Sat Feb 17, 2007 12:02 am    Post subject: Reply with quote

It can be done by changing options. And yes, if there will be not any bugs in this version it's final.
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K죣èr_§kā&#



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PostPosted: Sat Feb 17, 2007 6:20 am    Post subject: Reply with quote

Oh... Thanks then.
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Raven



Joined: 13 Dec 2006
Posts: 22

PostPosted: Tue Jun 05, 2007 12:27 pm    Post subject: Reply with quote

I've just finished adding new, advanced, spawning functions into TCO emitter, which are:

implemented/in progress:
* Spawning particles inside a box of given size
* Spawning particles on sphere surface
* Spawning particles inside of a sphere
* Spawning particles inside of a cylinder
* Rotating shape by emitters rotation (needs fixing)
* Additional spawning offset
* And of course traditional spawning without any math calculations :)

planned/not yet done:
* extrusion :)

Now the question is: do you want this in public version of RParticles ??

I'll release it after adding few fixes (spawning on box surface, extrusion). If anyone wonder how does it look like, here's screenie :)



Of course each template can have it's own advanced spawning definition
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Jun 05, 2007 2:43 pm    Post subject: Reply with quote

Nice screen. I'm interested in the implementatons of this project.
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Raven



Joined: 13 Dec 2006
Posts: 22

PostPosted: Tue Jun 05, 2007 3:06 pm    Post subject: Reply with quote

One thing I forgot to mention . Be aware that this additional calculations ca eat a lot of CPU (if used extensively). That's because instead of simply random functions, emitter have to calculate much more things.
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Neo_b



Joined: 01 Jun 2007
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PostPosted: Tue Jun 05, 2007 3:25 pm    Post subject: Reply with quote

Hello Raven, I've asked you one thing some day, maybe you can remember? Unreal society is so little, that's nice it's possible to see people you've talked with on other forums. I apologize for writing not about the emitter.
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Raven



Joined: 13 Dec 2006
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PostPosted: Tue Jun 05, 2007 3:30 pm    Post subject: Reply with quote

I remember you from unreal.pl
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Neo_b



Joined: 01 Jun 2007
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PostPosted: Tue Jun 05, 2007 7:30 pm    Post subject: Reply with quote

Yeah, that's pretty nice. Everyone knows each other in U1 society.
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Zelk0wy[PL]



Joined: 19 Apr 2006
Posts: 110
Location: War Saw, Poland

PostPosted: Tue Jun 05, 2007 9:13 pm    Post subject: Reply with quote

Huh, little polish corner at Hyper's Forum?
There are 3 of us here now. :p
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sanastro



Joined: 04 Nov 2004
Posts: 99
Location: Germany

PostPosted: Sat Jun 16, 2007 12:19 pm    Post subject: Reply with quote

A pretty interesting idea would be hiding 'particle textures' like the usual U1 flames ingame on coop servers and adding Raven's emitters there via a mutator, to improve the looks.
Though I don't know if one can even realize this.. is there even a way to replace world textures ingame?
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Neo_b



Joined: 01 Jun 2007
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PostPosted: Sat Jun 16, 2007 1:25 pm    Post subject: Reply with quote

Don't think so, but I guess it's possible in Unreal Engine 3 in single player (I am not sure and I haven't checked it, I've read somewhere ).
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