New Particle Studio

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
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Re: New Particle Studio

Post by obsidian »

Not my intention, but I see what you did there.
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Silicone_Milk
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Re: New Particle Studio

Post by Silicone_Milk »

Actually, a QuakeSrc joke.
neoplan
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Re: New Particle Studio

Post by neoplan »

Great work $NulL. Here are some suggestions:

-Button for matching textures / natural should look different to other fields.

-Add a button set all settings back to the default values (like on startup).

-Possibility to skale the size of the window.

-Mouse controle of the preview window or xyz koordintes to drag.
$NulL
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Re: New Particle Studio

Post by $NulL »

Massive bump x2.
First post updated.
------------------------------------------------------------------

Hello again!

I've been working on a map that takes over 12 hours to compile so I've had some spare time to work on this again. This version adds support for up to 4 simultaneous particle systems, you can move each particle emitter around the scene and export the scene as an ASE model. I've also increased the size of the window to 800x600 and fixed a couple of minor bugs. I haven't tested everything thoroughly so if you find any bugs please let me know. The load and save settings buttons only save the currently active particle system, I'm considering adding a multi-system load/save too.


Download 2.0.b1


Image
obsidian
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Re: New Particle Studio

Post by obsidian »

Awesome! I was hoping to see an update and here it is.

Do you have any sample files to show how you can use the program to create some basic effects, like fire, rain, chimney smoke, etc?


Bugs:

Checkboxes are hard to see. Hard to tell if they are active or not since the grey, purple and blue colour schemes seem to melt together.

When setting slider values, only the "<" arrow key seems to work.

Setting basepath works only if you have a .pk3 in your directory. Working in a mod directory, I have everything yet uncompressed, so I have to temporarily create a pk3 file to point it to.
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^Ghost
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Re: New Particle Studio

Post by ^Ghost »

page cannot be found.
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fKd
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Re: New Particle Studio

Post by fKd »

link worked for me.. ?
^Ghost
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Re: New Particle Studio

Post by ^Ghost »

now it works.. dont know what was wrong
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$NulL
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Re: New Particle Studio

Post by $NulL »

obsidian wrote:Awesome! I was hoping to see an update and here it is.

Do you have any sample files to show how you can use the program to create some basic effects, like fire, rain, chimney smoke, etc?
Heres a few examples with a very very rough guide to some of them. (It needs work)
http://homepages.manx.net/urtstats/ps_tut.zip
Checkboxes are hard to see. Hard to tell if they are active or not since the grey, purple and blue colour schemes seem to melt together.
The 'Active' systems ones? I guess I can tweak them; they are quite similarly coloured.
When setting slider values, only the "<" arrow key seems to work.
Weird, they both works for me. I've tested it on XP and Win7.
Setting basepath works only if you have a .pk3 in your directory. Working in a mod directory, I have everything yet uncompressed, so I have to temporarily create a pk3 file to point it to.
You can select any file in your basepath, but pk3 is the default option, I'll change the default to *.*
I never did find a folder select dialog in msvc. :/
shio
Posts: 5
Joined: Mon Feb 22, 2010 2:41 am

Re: New Particle Studio

Post by shio »

my suggestions:


- It shouldnt export as txt by default, it´s a pain in the ass if ure in the middle of testing but have 2 rename the txt again and again....
So maybe add a checkbox "export as txt" but the default export should be *.shader

- The successful export message should autoclose after 0.5 sec

- And the last and import one:

That u can specify a folder to import an image sequence "0000.tga, 0001.tga"
or
1-10 frames = fire-red.tga, 11-26 = fire-green.tga.... + a variance slider to mix all

thx, and n1 prog
DaEngineer
Posts: 210
Joined: Fri May 28, 2010 2:30 pm

Re: New Particle Studio

Post by DaEngineer »

A very nice tool - even more useful since the original Particle Studio seems to have been disappeared from the net (or not? If someone still has a copy on his HDD, please contact me via PM. Or post a not-broken link to a source where it can still be found).

But I'm missing an option to rotate the particle effect. To create, for example, steam that comes horizontally out of a pipe. Or is there already one but it's hidden so good I didn't find it? Up to now, I helped myself out with search & replace in the shader via notepad to edit the orientation.
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Chretien
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Re: New Particle Studio

Post by Chretien »

Export as an ASE model and import that in GTK via right click\misc\misc_model and rotate it. :)
$NulL
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Re: New Particle Studio

Post by $NulL »

DaEngineer:: Change the angle constraints on the 'Dynamics2' tab.

Freebrief's tool can be found here: http://www.mods-r-us.net/freebrief/q3a/ps/index.html
DaEngineer
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Re: New Particle Studio

Post by DaEngineer »

Chretien wrote:Export as an ASE model and import that in GTK via right click\misc\misc_model and rotate it. :)
That was the very first thing I tried - doesn't work. The moving direction seems to be defined only by the shader.
$NulL wrote: Change the angle constraints on the 'Dynamics2' tab.
That only seems to define the area the effect covers on the xy-axis; like cutting a cake into pieces.
$NulL wrote:Freebrief's tool can be found here: http://www.mods-r-us.net/freebrief/q3a/ps/index.html
Oh yes, I've found that before. But I don't want to register on Fileplanet just for this one file ;)
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$NulL
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Re: New Particle Studio

Post by $NulL »

Massive bump x3.
First post updated.
------------------------------------------------------------------

Hello yet again!

I've been rather slack with keeping you updated, and the program updated for that matter. Since last time I've added some of the suggestions that have been made. The export button brings up a save dialog so you can name the shader file anything you want. The save buttons now ask before overwriting an existing file. I've implemented a multi-system load and save, you can minimize the window or pause the program by hitting F5, if you want your cpu back :) The timer also resets when you click on it, which is useful if you want to do multi-system explosions and similar. There is an 800x600 and 1024x768 version, a real programmer would have just let you scale the window, but no ones ever been foolish enough to confuse me with a real programmer >:D

Have fun

Download 2.0.b2 (Out of date, see first post for latest build)


Image
Last edited by $NulL on Thu Jun 02, 2011 9:10 pm, edited 1 time in total.
Dessicated corpse
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Re: New Particle Studio

Post by Dessicated corpse »

To me it looks like the particle fx from Heretic II.
fKd
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Re: New Particle Studio

Post by fKd »

to me it looks like you should look into something before you comment :D

great stuff $NulL, an essential tool for new q3 maps imo. keep up the good work!
Dessicated corpse
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Re: New Particle Studio

Post by Dessicated corpse »

fKd wrote:to me it looks like you should look into something before you comment :D

great stuff $NulL, an essential tool for new q3 maps imo. keep up the good work!
They look similar!

http://www.file-extensions.org/imgs/app ... etic-2.jpg
http://happypenguin.org/images/Heretic_II.jpg
http://www.ravengames.com/img/upload/no ... 095507.jpg
http://www.bluesnews.com/screenshots/he ... tic2-2.jpg
http://i.d.com.com/i/dl/media/dlimage/9 ... large.jpeg
Requiem
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Joined: Mon Jan 24, 2011 10:22 pm

Re: New Particle Studio

Post by Requiem »

Hi
Is the source for this project available? in VB2008 or 2010?
it was posted earlier but it seems like that host is down
VolumetricSteve
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Re: New Particle Studio

Post by VolumetricSteve »

If this is half as awesome as it seems, I'm looking forward to using this program a LOT in my upcoming projects. Can anyone post screenshots of their use of this tool in conjunction with quake 3 maps? I'm very curious to see what kinds of things people did/can do with this.
DaEngineer
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Re: New Particle Studio

Post by DaEngineer »

I used it some time ago in an earlier version of my map LFFD to create smoke.

Image

Can be seen in action here (at 0:20)

http://www.youtube.com/user/DaEngin33r# ... bySxG8H8NI
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Eraser
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Re: New Particle Studio

Post by Eraser »

DaEngineer wrote:I used it some time ago in an earlier version of my map LFFD to create smoke.

Image

Can be seen in action here (at 0:20)

http://www.youtube.com/user/DaEngin33r# ... bySxG8H8NI
Erm, forget the smoke. How did you create that awesome flythrough of your map?
obsidian
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Re: New Particle Studio

Post by obsidian »

Yeah, I need a tutorial and cfg for that. Please tell.
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Eraser
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Re: New Particle Studio

Post by Eraser »

Probably the same thing they used for camming Event Horizon 3, but I've been wondering about how they did it ever since I saw that video.
spirit_
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Re: New Particle Studio

Post by spirit_ »

I think people use stuff like q3mme for that but I never really used it myself, I only had a short look at what it can do a while ago. The website has some great tutorials though.
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