Free Models and Media / [FREE COMMERCIAL & NO-COMMERCIAL] Pack Decal dynamic Effect !

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Devcore35
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Posted: 18th Apr 2015 11:39 Edited at: 21st Apr 2015 16:37
Hello!

Finally, I published the first pack FX decal dynamic effect!
This is the first animation package (Pack 1) containing the following elements:

- Rain
- Candle Flame
- Classic Light
- Fire particle effect to the wind (exemple for a barbecue or other model)

Other effects (Pack 2 developing) as follow:

- Snow
- Tornado (based on a free texture used in the Unity engine)
...and many other design currently.

The textures used are 8X8 or 64 frames of animation for more realistic.
Everything is already configured.
You simply have to :

1). Unzip the downloaded ZIP file attachment.
2). Copy the script "decalfx.lua" in "Files\scriptbank\"
3). Copy the "Decals" folder in "Files\entitybank\"
EDIT 16H24 (GMT+1) : 4). Download attachment "effect_animate64.fx" and copy the FX Effect in "Files\effectbank\reloaded"

Please ensure that you have the minimum version 1.00.025 GameGuru purchased to Steam to use these effects without problems.

Here's a video of the effects:



Good development at all !

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Old Larry
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Posted: 18th Apr 2015 11:54 Edited at: 18th Apr 2015 12:18
Amazing PACK, but....where we can find the "effect_animate64.fx" file ?!?
Smile today, tomorrow could be worse

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Devcore35
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Posted: 18th Apr 2015 14:22 Edited at: 18th Apr 2015 14:26
Oh I'm sorry ... ^^
I put it as an attachment.
I edited my first post.
Please install the script FX Effect in "Files\effectbank\reloaded\".

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perelect
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Posted: 18th Apr 2015 14:45 Edited at: 18th Apr 2015 17:14
Very nice effects

Thankyou

I added them to my campfire, video attached.

https://www.dropbox.com/s/70cy93b0s4jyy4l/campfire1.flv?dl=0
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HarryWever
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Posted: 18th Apr 2015 15:40
That is cool. thanks Devcore35.
The fire is really good.

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smallg
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Posted: 18th Apr 2015 16:15
the camp fire seems to render behind the grass?
very nice effects though, looking forward to more
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Devcore35
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Posted: 18th Apr 2015 16:46 Edited at: 18th Apr 2015 16:46
Thank you all

Smallg in effect gives the decal on the back of the herbs because herbs are not taken into account in real time in the engine I think ... That is why, moreover, that if you put a transparent object with the grass in front and behind the object you will not see the grass on the other side
I do not know if the developers will rectify this system when the GG engine will be a bit more optimized.
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Tarkus1971
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Posted: 18th Apr 2015 18:11
particles always seem to render behind grass too, I think its a bug.
Devcore35
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Posted: 19th Apr 2015 09:15
Yes it is possible that this is a bug. It will probably be resolved in the future but it is not too rushed.
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nuncio
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Posted: 20th Apr 2015 05:21
thank you very much! these are very nice! i was looking for (different) fire(s) since my first day in game guru so now i finally got it already tried the fires and even did a lightmap, for me it was all working.
thank you that you made this accessable for free, that's very honourable!
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Bisella
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Posted: 20th Apr 2015 08:27
Really a great job!! would you be Able to Create Even volumetric fog and ground fog ?
if I can help , let me know
forgive my english
The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wings3d, paint.net, torque3d, AxixGameFactory, PD particles.
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Devcore35
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Posted: 20th Apr 2015 13:02
Thank you all it's nice to see his work appreciated =)
Bisella I am French (I translate my texts in English with Google Translate). If you are also French ask me questions in French it will be easier to understand ^^
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Bisella
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Posted: 20th Apr 2015 14:06 Edited at: 20th Apr 2015 14:07
Lol - i'm italian ---> I also use Google Translate to Translate
The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wings3d, paint.net, torque3d, AxixGameFactory, PD particles.
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JPH-GAMES
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Posted: 20th Apr 2015 15:28
Thank you very much DEVCORE35
Devcore35
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Posted: 21st Apr 2015 07:46 Edited at: 21st Apr 2015 07:54
Thank you =)
Good to see his work enjoy ^^

@Bisella : Super know that Italian also uses this engine!
To answer the calls to your questions: yes, I think it is possible. I can make a pourssière effect that fly to a bridge. I can also make pollen particles that fly to the sun (I also studied using Unity before trying in GameGuru). As against the brouillare already exists in GameGuru; I think I can do is create a "fake" brouillare as a sort of animated cloud: one that would go to the right and one to the left (in fact crossed) as Unreal Engine or Cry Engine (without making ^^ pub). The shots we'd have a brouillare effect that moves but the trouble is that even with Paint.NET it is very difficult to create this kind of effect ... Also I would need a 64 frames 1024x1024 texture for 64 parts an Ultra HD 8192x8192 texture. I do not know if GameGuru can support such an animation but I can try to do tests.

I prepare the other pack effect slowly; I would put new images of the time to publish the package
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Bisella
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Posted: 21st Apr 2015 12:05
Quote: "but the trouble is that even with Paint.NET it is very difficult to create this kind of effect "


I can try to create this kind of effect ..... do you have a reference image ?

if you need help let me know

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wings3d, paint.net, torque3d, AxixGameFactory, PD particles.
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mguy1122
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Posted: 21st Apr 2015 15:05
Finally! I've been waiting to mess with some particles. They look pretty good roasting vehicles as well. Thank you much!

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Pirate Myke
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Posted: 21st Apr 2015 16:38
Those are nice, thank you.
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3com
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Posted: 21st Apr 2015 17:13
Awesome work,Thanks for transferring your Unity knowledge to GG, and share it.

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Devcore35
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Posted: 21st Apr 2015 17:57
Thank you

Beautiful image Maguy 1122 !

@Bisella : Of course I shall send you all that attached (DDS).
You either has the texture (blank) 2048x2048 64 frames.
To create frames must create the animation in a box and you 250X250 up 64 in the following order: left to right (top to bottom).
Some particles and effects were created with Timeline FX (pro).

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Bisella
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Posted: 22nd Apr 2015 07:59
ok ... I'll try to do
The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wings3d, paint.net, torque3d, AxixGameFactory, PD particles.
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Bisella
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Posted: 22nd Apr 2015 08:57
are you sure of the size 250x250 ?
In my opinion should be 256x256 .... or maybe I'm wrong ?
The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wings3d, paint.net, torque3d, AxixGameFactory, PD particles.
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Devcore35
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Posted: 22nd Apr 2015 09:38
Oh pardon is 256x256 ^^
Small error on my part XD
Thank you.
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bburgess
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Posted: 22nd Apr 2015 10:26
Great stuff Thank you very much!!
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JC LEON
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Posted: 22nd Apr 2015 21:36 Edited at: 22nd Apr 2015 21:37
thanks ..great stuffs..


i tried to convert some of my particles fro classic fps creator using your settings but i obatin only the placeholder for the effect I want

this is my fpe file


and I attach t my files too...can you help me please?'

thanks...
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Devcore35
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Posted: 23rd Apr 2015 07:58
Hi Jc Leon

I downloaded your particle but there appears to have several problems:

1 - Your cube has no default texture applied over the product GameGuru not know how to properly place the texture "particles_e.dds." Rebuild the cube with Google Sketchup for example, and correctly apply textures to the outside of your cube.
To export in .X (DirectX mesh) with Sketchup 2015 download 3DRAD (http://www.3drad.com/Google-SketchUp-To-DirectX-XNA-Exporter-Plug-in.htm) ; This is a plugin for Google Sketchup. It works with Sketchup 2015, but you will have to rename "3DRadExporter.rbs" to "3DRadExporter.rb" !! And place it in "Sketchup \ Sketchup 2015 \ ShippedExtensions \"!
This is a trick I've found to make it compatible plugin that


2 - texture "particles_e.dds" does not contain the requested texture (it's on purpose?)
Please to have 64 frames of animation over 8 levels (8 frames per row from left to right and top to bottom).

3 - Always Delete DBO and BIN files to recharge the object in the GG editor.

Then everything should work
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JC LEON
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Posted: 23rd Apr 2015 08:08
thanks for your reply

I was thinking I could use your assets to adapt my old fps creator decal particles...but I dont have necessary knowleadge to make modify you explained to me....

thanks for your effort
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Devcore35
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Posted: 23rd Apr 2015 08:48
I can do it for you if you wish

But I need the full DDS texture with 64 smoke frames. And of course free (unless you count to store; there you can send it to me via private message on the forum, I guarantee you that I will not diffuserais and that I would not use it in my game and that I should first buy it in store).
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JC LEON
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Posted: 23rd Apr 2015 09:47
thanks I can give to you my decals without problems..and if you want you can use them too.. in not a problem for me but even if you make it for me , how can I became indipendent and modifiy all my other decals to make them GG ready??

I dont know if the original fps creator decals were 64 frames or not ..
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Devcore35
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Posted: 23rd Apr 2015 13:08
No worries thank you

I could make a tutorial PDF format to download if you like.

Unfortunately FPSC X9 and X10 were decals who was 16 frames it seems to me (check ?).
You can purchase decals online or use free decals used in Unity, EU4 or CryEngine (3D particle CryEngine 64 frames in DDS format are scarce in against because today is replaced by volumetric decals (so that n is no longer applied a texture on a flat surface).
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JC LEON
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Posted: 23rd Apr 2015 21:17
yes I really appreciate if you could make a pdf tutorial ..and i think it will be a grea adiction to the community ..

thanks for your effort ...
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Devcore35
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Posted: 24th Apr 2015 08:04
Hello,

Course I would try to do that
I await your DDS texture
Because I can not use the one I have on hand because it was sold on the blind GameGuru: impossible to diffuse texture DDS "Steam" because it does not belong to me.
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Pink Panther
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Posted: 1st May 2015 16:03
These are great! Thank you!
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JC LEON
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Posted: 2nd May 2015 08:37
Hi. sorry for the delay but I read the log from le and noticed that now in build 0.28 there is a new decal_animate4.fx
that sould animate all classic fpx creator x9 decals that was 4x4 ..right??

if yes.. can you explain how that can be done?

thanks
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Yankee1950
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Posted: 2nd May 2015 15:34
Thanks Devcore for your work - really great - would love to see a "lightning" effect if your wanting to do more.
geistschatten
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Posted: 4th May 2015 23:12
@JC LEON, Not sure if this helps but I had the FPSC Classic Benge Sprites pack and so I copied one of those decal DDS files over and then used the new animation shader with the decal facing script and Devcore35's fire model as the X file. I've attached the FPE. I didn't like it though because the animation seemed to play too fast.

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Pirate Myke
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Posted: 6th May 2015 11:31 Edited at: 6th May 2015 11:39
This is what the new decal fpe files look like, I don't have the marker dacalhandle or the handle texture decalhandle.dds, but this is how they will be setup. They will reside in the entitybank forlder, not sure of what the folder will be called yet.


;header
desc = Arrow

;visualinfo
textured = Arrow.dds
effect = effectbank\reloaded\decal_animate4.fx
addhandle = decalhandle.dds
castshadow = -1
transparency = 6

;orientation
model = Decal.X
defaultstatic = 0
defaultheight = 50
scale = 300
materialindex = 0
cullmode = 1
collisionmode = 11

;statistics
strength = 0
explodable = 0

;ai
aimain = decal_flat.lua


We should be getting the rest of these assets and decals to try out, in this weeks update.
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JMONIUM
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Posted: 7th May 2015 02:02
Thank you very much!
vrg
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Posted: 25th May 2015 09:21
Thanks for the nice stuff

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