Author Topic: Particle trail script  (Read 29175 times)

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Offline m!m

  • 211
Re: Particle trail script
I took a look at the code and I think that I might be wrong as is seems to be possible to influence the lifetime of a particle after it has been created which would make it possible to randomize that. I'm currently testing this idea.

EDIT: First post has been updated with a new link. Now you have a new value called "+FPS" to (obviously) change the FPS of the particle effect.
« Last Edit: May 31, 2011, 09:34:28 am by m!m »

 
Re: Particle trail script
Hi, this looks awesome! i'll play with that with pleasure!
The script link seem dead however :'(
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline m!m

  • 211
Re: Particle trail script
Fixed :nervous:

 
Re: Particle trail script
thanks !
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Colonol Dekker

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Re: Particle trail script
I know someone MANY YEARS ago :nervous: recreated the capital flak weapons from Starlancer for FS2 Retail.

But this just cries out to me for it to be recreated. That with a weapon FWOOOM flyby sound and aa mssive Crsyis style blue KASHPLOW! fling blue flamey jetsom all over the shop.  It just makes me go all

[attachment deleted by ninja]
Your friendly Orestes tactical controller
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
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Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: Particle trail script
I'd have to see that.

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: Particle trail script
particles.lua has a null pointer error on line 378 where it attempts to call createEmitter with a null value. This causes a crash but if I select "no" to go on anyway, I can see the "capflash" particles with, understandably, no particlesmoke01 trails. You most make an update

edit also they all appear to move at 75 m/s even though I have +Speed: 75, 250

 

Offline m!m

  • 211
Re: Particle trail script
Thanks for the report, already fixed it but no new upload yet as I have to test the raycasting that I got implemented :p

 

Offline Nighteyes

  • 211
Re: Particle trail script
Thanks for the report, already fixed it but no new upload yet as I have to test the raycasting that I got implemented :p

regarding raytrace, use it to replace the box emmiter method, but leave the center point emmiter in, as for some ships the raytracing method would look strange...
Imagine a basestar shaped ship, it needs particles emmiting only from the core, and not from the long arms...

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: Particle trail script
I updated my folders with the new files from the scripts and tables and kept the config file the same as the one I had before (just added +fps to two entries)
aaand then I got this



Ginormous explosions somewhere in the back where no ships actually are, needless to say this pretty much grinds the game down to a complete halt  :p
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline m!m

  • 211
Re: Particle trail script
Are you sure that you used the custom build I posted? Because that is exactly the "bug" it fixes :p

 

Offline The E

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  • Nothing personal, just tech support.
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Re: Particle trail script
Nightly builds revision 7224 or higher will have the particle code changes necessary.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline m!m

  • 211
Re: Particle trail script
Thank you! New version that has ray casting in it has been uploaded!

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: Particle trail script
Buh, well I dunno. I'd test it but the latest nightly that is currently out is 7223...
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline m!m

  • 211
Re: Particle trail script
New version with some fixes and additions.
Changelog:
  • Added "+Delay" to type "ParticleTrail"
  • Added "+Time" to type "ParticleTrail"
  • Added "+Name" to type "Ship" and "Weapon"
Documentation has been updated to reflect these changes.

Current development focus:
  • FRED interface

Link in first post has been updated.

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: Particle trail script
Works fine with 7226

Though I take it you changed a few things around cause I had to dramatically up the +numbers: and +time: numbers
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: Particle trail script
Well I definitely love this script, it really makes explosions that much more awesome. Using 7226 though it seems like there are some things that don't work as intended.

+Speed and +Size both can take two integers, a Max and a Min value, and as I understand it the actual speed or size is supposed to be randomized for each particle-trail-emitter thingy. It's not; as far as I can tell only the minimum value is ever used.

Also, weapon creation... doesn't really work. I tried to have a simple near-invisible corkscrew weapon with a large trail attached, and so much stuff went wrong that I can barely describe it. Now that I scaled the particles down to a reasonable size, they're emitting downwards at a ridiculous velocity (I never specify any of the velocity or spewcone fields) on the first cruiser's explosion and dying after one frame in the second cruiser's explosion.

[EDIT] It seems weapon generation is screwed up for corkscrew or swarm weapons, and those are really one of only two reasons to emit weapons in the first place.

Also, these particles being rendered next to flaming debris shows that these are much denser than flaming debris trails. A way to customize particle density in emitters would be nice.
« Last Edit: June 02, 2011, 11:31:12 pm by Shivan Hunter »

 

Offline m!m

  • 211
Re: Particle trail script
Works fine with 7226

Though I take it you changed a few things around cause I had to dramatically up the +numbers: and +time: numbers
Damn, I knew that I forgot something. I changed the +Number handling to emit the specified number per second. Before it was dependent on the frame rate which may not be intended.

Well I definitely love this script, it really makes explosions that much more awesome. Using 7226 though it seems like there are some things that don't work as intended.

+Speed and +Size both can take two integers, a Max and a Min value, and as I understand it the actual speed or size is supposed to be randomized for each particle-trail-emitter thingy. It's not; as far as I can tell only the minimum value is ever used.
I'll look into this as soon as possible.

Also, weapon creation... doesn't really work. I tried to have a simple near-invisible corkscrew weapon with a large trail attached, and so much stuff went wrong that I can barely describe it. Now that I scaled the particles down to a reasonable size, they're emitting downwards at a ridiculous velocity (I never specify any of the velocity or spewcone fields) on the first cruiser's explosion and dying after one frame in the second cruiser's explosion.

[EDIT] It seems weapon generation is screwed up for corkscrew or swarm weapons, and those are really one of only two reasons to emit weapons in the first place.
I never really tested the weapon creation. Can you post an example with configuration file and the needed weapons table? This will help me to track down this bug.

Also, these particles being rendered next to flaming debris shows that these are much denser than flaming debris trails. A way to customize particle density in emitters would be nice.
I think that shouldn't be too complicated.

 
Re: Particle trail script
Hi,
i download the script and put it in the Freespace2 Folder and i use Nightly r7226 but i still don't have any particle effect, did i miss some settings in the launcher?

 

Offline m!m

  • 211
Re: Particle trail script
This script requires a configuration file to create particles and the download only has a test configuration that will create particles when an Orion dies. I included a documentation that lists all possible values so you could try and create your own configuration :nod: