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Offline MCR

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« on: August 03, 2010, 01:35:35 pm »
Hello Crystan & A Big Welcome To The Forums  :)

Great work you did so far, beside your soundfx stuff I also like your particle system animation improvements...
We should upgrade the explosion & other animation frames in pics/sfx also...

Do you know Lord Havoc's Fire (lhfire) ?
« Last Edit: August 04, 2010, 07:00:26 pm by Mattn »

Offline Crystan

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« Reply #1 on: August 03, 2010, 10:28:27 pm »
Hi MCR and thanks. :)

Ive already mess around with explosion and beam effects:



If you havnt played around with the particle system yet ... its pure pain create complex particle effects. ;)


« Last Edit: August 03, 2010, 10:35:47 pm by Crystan »

Offline MCR

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« Reply #2 on: August 03, 2010, 11:55:23 pm »
/offtopic on

Great !  ;D
I have not messed around very much with UFO:AI's particle system yet, just a little bit  ;)

But I have made quite some experiments with lhfire & am quite satisfied with first results...
But I am happy if you want to do particle stuff, because you seem to be quite talented, but do not forget to increase resolutions of the various particles to reasonable sizes, so the explosions & effects would also be sharper & look better than those do @ the moment...
I would suggest 512x512 pixel for the big main explosion animations...

Unfortunately the modified scripts for the lhfire animations are not ready yet & only some test rendering was done, but ...

...the original scripts I would suggest adjusting would be:

bloodsplatter
despondent1
dpexplosion 1-4
explosion1
explosion2
hyperspace
muzzleflash
plasmashot
plasmaimp
rocketexplosion 1-3
spaceexplosion
torchflamebase
torchflametop

/offopic off

Offline H-Hour

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« Reply #3 on: August 04, 2010, 10:46:32 am »
Those look good MCR. Are they for new hits when a particle/laser/whatever weapons hit?

Offline MCR

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« Reply #4 on: August 04, 2010, 12:39:21 pm »
Yes.

But those renderings are still too close to the original scripts by Lord Havoc, so imho those are not individualized enough for UFO:AI, that is why I did not upload those renderings yet (just increased resolutions & particle-numbers from the original scripts), but I will try to make some more specialized renderings for UFO:AI & upload those for Crystan soon so he can use them fro the new fx he is currently developing if that is okay for him ?!

But this will take a few days from now...

Offline Crystan

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« Reply #5 on: August 04, 2010, 06:13:38 pm »
Sure its okay! :) What do you think about the new explosion effect? Mattn told me already there is some trouble with the lightning of the explosion. Sadly ive a ATI Radeon 5770 HD, so i cant activate the shaders and fix it.
« Last Edit: August 04, 2010, 07:04:12 pm by Crystan »

Offline MCR

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Re: Particles
« Reply #6 on: August 04, 2010, 10:54:59 pm »
 :D
Now we have a Artwork/Particles discussion thread.  8) Thanks, Mattn !

I had no time to test it yet & unfortunately I am currently developing on a computer with a 5750 HD & the ufo:ai rendering engine is not very friendly to those with ATI Hi-Tec @ the moment  ;)
So I am not sure if I will be able to tell you that soon ;)

But the other effects you coded made a good impression so far I've seen &

/offtopic on
I also like the new soundfx especially the flamer  8) & also many of the other things I've heard so far...
/offtopic off

Keep up the good work !
« Last Edit: August 04, 2010, 10:57:20 pm by MCR »

Offline Crystan

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Re: Particles
« Reply #7 on: August 05, 2010, 12:49:01 pm »
I also like the new soundfx especially the flamer  8) & also many of the other things I've heard so far...

Thanks. :) The sound is based on the fire sound i made which is actualy a heavily modified empty chips bag. Besides the chips were delicious. ::)

b2topic

I still have problems with the new beam effect (based on many single particles, mattn described it as "shoot a tube around"). I have to slow down the weapon speed, if i dont the particles gain space between them and it look like this:

Offline Mattn

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Re: Particles
« Reply #8 on: August 05, 2010, 01:04:39 pm »
btw. it is possible that you broke the TUs for assault and mg by modifying the speed and the amount of shots taken - could you please have a look at that? there were reports that e.g. the mg now uses 25 TUs for each firemode.