New Particle Studio

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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.
[url=http://www.victorkarp.com]Portfolio[/url] - [url=https://victorkarp.com/tutorials/quake-3-mapping-tutorials/]My Quake 3 mapping tutorials[/url] - [url=http://www.lvlworld.com/author/DaEngineer]My Quake 3 maps[/url]
Chretien
Posts: 68
Joined: Mon Dec 07, 2009 12:14 am

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
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

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
Posts: 210
Joined: Fri May 28, 2010 2:30 pm

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 ;)
[url=http://www.victorkarp.com]Portfolio[/url] - [url=https://victorkarp.com/tutorials/quake-3-mapping-tutorials/]My Quake 3 mapping tutorials[/url] - [url=http://www.lvlworld.com/author/DaEngineer]My Quake 3 maps[/url]
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

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
Posts: 283
Joined: Tue Oct 07, 2008 5:37 am

Re: New Particle Studio

Post by Dessicated corpse »

To me it looks like the particle fx from Heretic II.
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

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
Posts: 283
Joined: Tue Oct 07, 2008 5:37 am

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
Posts: 1
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
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

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
Posts: 210
Joined: Fri May 28, 2010 2:30 pm

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
[url=http://www.victorkarp.com]Portfolio[/url] - [url=https://victorkarp.com/tutorials/quake-3-mapping-tutorials/]My Quake 3 mapping tutorials[/url] - [url=http://www.lvlworld.com/author/DaEngineer]My Quake 3 maps[/url]
User avatar
Eraser
Posts: 19177
Joined: Fri Dec 01, 2000 8:00 am

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
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: New Particle Studio

Post by obsidian »

Yeah, I need a tutorial and cfg for that. Please tell.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
User avatar
Eraser
Posts: 19177
Joined: Fri Dec 01, 2000 8:00 am

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_
Posts: 47
Joined: Fri Dec 10, 2010 2:29 pm

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.
[url=http://maps.rcmd.org]my FPS maps[/url]
DaEngineer
Posts: 210
Joined: Fri May 28, 2010 2:30 pm

Re: New Particle Studio

Post by DaEngineer »

Exactly, I used q3mme. The tutorials on the q3mme page are well done, but it will take a bit of practice and the will to find out things by yourself to let q3mme do what you want. The additional special effects that can be tweaked have not been of any use for me so far, as I only created fly-throughs for my maps, so I don't know how to use them.

Here's the save data of the steam for LFFD
steam.zip
To see the smoke in Particle Studio, you have to open your pk0.pk3 and look for gfx/misc/smokepuff2b.tga. Create a new folder called "gfx" in your textures folder and copy the tga to it. I know, that's not the same directory structure as in the pk3, but I have this tga placed there and the path in the Particle Studio file points to it.
[url=http://www.victorkarp.com]Portfolio[/url] - [url=https://victorkarp.com/tutorials/quake-3-mapping-tutorials/]My Quake 3 mapping tutorials[/url] - [url=http://www.lvlworld.com/author/DaEngineer]My Quake 3 maps[/url]
neoplan
Posts: 125
Joined: Thu Jun 05, 2008 9:47 pm

Re: New Particle Studio

Post by neoplan »

check out trickographie 2. very good use of q3mme (notice the impact-effect):

http://www.youtube.com/watch?v=P2spm16AfhQ
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: New Particle Studio

Post by $NulL »

If anyone's interested I've pushed the sources onto github:

https://github.com/FS-NulL

I don't really have any intent to continue this any further, I just did this as an exercise in learning git; but if anyone else wants to add anything go right ahead.

Have fun!
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: New Particle Studio

Post by obsidian »

Hey $NulL, is the link above still the latest binary?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: New Particle Studio

Post by $NulL »

Yes, I don't think I've made any changes since my past post.
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: New Particle Studio

Post by $NulL »

Ok not quite done.

It appears not sleeping has turned me into a blatant liar, I've added a couple of new features. Firstly for building waterfalls, you can now make the top of the waterfall emit from the emitter quad by setting the zBase slider in Dynamics 1 to -1. This will shift the whole shader down by 100%, so the top of the waterfall is located at the emitter and not some point high above the emitter. This was originally causing problems as people had to bury the emitter deep within their brush work, to get their waterfalls in the correct location.

Secondly I've added arbitrary rotation controls for the whole system in the systems tab, so you can spin your systems into any orientation you like.

You should still be able to load in previous individual particle systems using the load button, but the multi-system settings file has changed format too much for you to be able to import older multi-system files. Sorry.

Downloads, source and first post updated, have fun.
EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: New Particle Studio

Post by EmeraldTiger »

I know it`s a big bad bump, but I was interested in trying it and had a questions which I didn`t want to post in a separate thread, to keep things clean. Does this only support mapping particles on models, or does it support shaders too?
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: New Particle Studio

Post by Theftbot »

I think it generates the needed ase file(model).
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: New Particle Studio

Post by obsidian »

It just spits out a shader. It's a piece of cake to make a simple quad ASE model with a pointer to the generated shader - you could probably even hex-edit one in a pinch.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Dangel
Posts: 20
Joined: Tue Jan 19, 2016 1:26 pm

Re: New Particle Studio

Post by Dangel »

Sorry for the extreme necro but the download link is down and I cant seem to find any other way of creating a nice waterfall. Can anybody help?
Post Reply