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Re: New Particle Studio

Posted: Sat May 29, 2010 10:40 am
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.

Re: New Particle Studio

Posted: Sat May 29, 2010 12:00 pm
by Chretien
Export as an ASE model and import that in GTK via right click\misc\misc_model and rotate it. :)

Re: New Particle Studio

Posted: Sat May 29, 2010 3:38 pm
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

Re: New Particle Studio

Posted: Sun May 30, 2010 2:02 am
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 ;)

Re: New Particle Studio

Posted: Tue Aug 03, 2010 7:10 pm
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

Re: New Particle Studio

Posted: Tue Aug 03, 2010 11:49 pm
by Dessicated corpse
To me it looks like the particle fx from Heretic II.

Re: New Particle Studio

Posted: Tue Aug 03, 2010 11:53 pm
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!

Re: New Particle Studio

Posted: Wed Aug 04, 2010 12:15 am
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

Re: New Particle Studio

Posted: Mon Jan 24, 2011 10:25 pm
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

Re: New Particle Studio

Posted: Mon Jan 24, 2011 10:31 pm
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.

Re: New Particle Studio

Posted: Mon Jan 24, 2011 10:59 pm
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

Re: New Particle Studio

Posted: Tue Jan 25, 2011 8:11 am
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?

Re: New Particle Studio

Posted: Tue Jan 25, 2011 3:49 pm
by obsidian
Yeah, I need a tutorial and cfg for that. Please tell.

Re: New Particle Studio

Posted: Tue Jan 25, 2011 4:04 pm
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.

Re: New Particle Studio

Posted: Tue Jan 25, 2011 5:04 pm
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.

Re: New Particle Studio

Posted: Tue Jan 25, 2011 11:49 pm
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.

Re: New Particle Studio

Posted: Tue Jan 25, 2011 11:58 pm
by neoplan
check out trickographie 2. very good use of q3mme (notice the impact-effect):

http://www.youtube.com/watch?v=P2spm16AfhQ

Re: New Particle Studio

Posted: Sun May 22, 2011 12:30 pm
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!

Re: New Particle Studio

Posted: Sun May 22, 2011 2:08 pm
by obsidian
Hey $NulL, is the link above still the latest binary?

Re: New Particle Studio

Posted: Sun May 22, 2011 3:37 pm
by $NulL
Yes, I don't think I've made any changes since my past post.

Re: New Particle Studio

Posted: Thu Jun 02, 2011 9:09 pm
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.

Re: New Particle Studio

Posted: Sun Aug 28, 2011 7:31 am
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?

Re: New Particle Studio

Posted: Sun Aug 28, 2011 7:43 am
by Theftbot
I think it generates the needed ase file(model).

Re: New Particle Studio

Posted: Sun Aug 28, 2011 11:15 pm
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.

Re: New Particle Studio

Posted: Tue Jan 26, 2016 4:42 pm
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?