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Raven
Joined: 13 Dec 2006 Posts: 22
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Posted: Thu Feb 15, 2007 4:46 pm Post subject: |
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New version v 1.2a can be downloaded form: http://turniej.unreal.pl/files/RParticlesU1a.zip
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# 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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_________________
http://turniej.unreal.pl/rp |
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K죣èr_§kā&#
Joined: 10 Jul 2004 Posts: 164
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Posted: Fri Feb 16, 2007 11:31 pm Post subject: |
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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. _________________ K죣èr_§kaarj
-|-Mess with me and you get the clàw§-|-
www.freewebs.com/killerskaarjslair |
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Raven
Joined: 13 Dec 2006 Posts: 22
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Posted: Fri Feb 16, 2007 11:34 pm Post subject: |
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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). _________________
http://turniej.unreal.pl/rp |
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K죣èr_§kā&#
Joined: 10 Jul 2004 Posts: 164
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Posted: Sat Feb 17, 2007 12:00 am Post subject: |
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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 _________________ K죣èr_§kaarj
-|-Mess with me and you get the clàw§-|-
www.freewebs.com/killerskaarjslair |
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Raven
Joined: 13 Dec 2006 Posts: 22
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Posted: Sat Feb 17, 2007 12:02 am Post subject: |
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It can be done by changing options. And yes, if there will be not any bugs in this version it's final. _________________
http://turniej.unreal.pl/rp |
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K죣èr_§kā&#
Joined: 10 Jul 2004 Posts: 164
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Posted: Sat Feb 17, 2007 6:20 am Post subject: |
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Oh... Thanks then. _________________ K죣èr_§kaarj
-|-Mess with me and you get the clàw§-|-
www.freewebs.com/killerskaarjslair |
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Raven
Joined: 13 Dec 2006 Posts: 22
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Posted: Tue Jun 05, 2007 12:27 pm Post subject: |
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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 _________________
http://turniej.unreal.pl/rp |
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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Raven
Joined: 13 Dec 2006 Posts: 22
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Posted: Tue Jun 05, 2007 3:06 pm Post subject: |
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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. _________________
http://turniej.unreal.pl/rp |
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Neo_b
Joined: 01 Jun 2007 Posts: 25
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Posted: Tue Jun 05, 2007 3:25 pm Post subject: |
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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. _________________ Neo_b - http://neo_b.go.pl |
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Raven
Joined: 13 Dec 2006 Posts: 22
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Neo_b
Joined: 01 Jun 2007 Posts: 25
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Posted: Tue Jun 05, 2007 7:30 pm Post subject: |
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Yeah, that's pretty nice. Everyone knows each other in U1 society. _________________ Neo_b - http://neo_b.go.pl |
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Zelk0wy[PL]
Joined: 19 Apr 2006 Posts: 110 Location: War Saw, Poland
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Posted: Tue Jun 05, 2007 9:13 pm Post subject: |
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Huh, little polish corner at Hyper's Forum?
There are 3 of us here now. :p _________________ Beware the lollipop of mediocrity - lick it once and you suck forever.
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sanastro
Joined: 04 Nov 2004 Posts: 99 Location: Germany
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Posted: Sat Jun 16, 2007 12:19 pm Post subject: |
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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 Posts: 25
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Posted: Sat Jun 16, 2007 1:25 pm Post subject: |
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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 ). _________________ Neo_b - http://neo_b.go.pl |
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