Product Chat / Particles - Latest Update

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GraPhiX
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Posted: 19th Oct 2018 20:03
Thank you to AmenMoses for his fantastic coding skills, this is the result of 2 weeks work
This level as also been saved as standalone unfortunately it was made with the latest beta so i cannot share it until its PP.




I will pass all the assets across to Lee for inclusion in the next build
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Posted: 19th Oct 2018 20:10
Excellent, Great job.
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granada
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Posted: 19th Oct 2018 20:18
Great work kev and Amen,love a good firework display

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Posted: 19th Oct 2018 20:28
Your Guys are Awesome!
That is Really Nice Work!
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Bored of the Rings
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Posted: 19th Oct 2018 20:31 Edited at: 19th Oct 2018 20:32
Impressive! Excellent work guys and It's put me in the mood for fireworks and a good bonfire. The sparklers look awesome
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Posted: 19th Oct 2018 20:42
you guys rock. its fantastic.
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smallg
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Posted: 19th Oct 2018 21:45
nice work
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Posted: 20th Oct 2018 02:33
Amazing work as always!
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Posted: 20th Oct 2018 05:05
This is excellent work, a deep bow to both of you.
Teabone
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Posted: 20th Oct 2018 05:27
wow-wow-wow
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lotgd
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Posted: 20th Oct 2018 09:05
Excellent Work, we lacked these effects in GG! congratulations, great!

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Posted: 20th Oct 2018 09:13
Wow that looks really great , cant wait to try the standalone
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cybernescence
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Posted: 20th Oct 2018 09:27
Very special - great work fellas.

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Avenging Eagle
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Posted: 20th Oct 2018 10:05 Edited at: 20th Oct 2018 10:07
As I said in the other thread, the one crucial thing missing from these effects is different blending modes. Right now the particles are relying entirely on the alpha channel alone, so many of them have noticeable black outlines. But, and anyone who is familiar with Photoshop will know where I'm coming from here, adding in modes like 'add', 'screen', and 'multiple' would really help the blending and take these effects from this (hastily mocked up example):



To this:


I suspect this functionality lies within the shaders, not in LUA, but it would be cool to select the shader used for a particular effect using a LUA command

AE
GraPhiX
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Posted: 20th Oct 2018 10:52
Thank you for looking and the comments

Avenging Eagle this was not done in haste we spent a couple of weeks refining yes it could be better it also could of been worse for a first attempt I think it is a step in the right direction please don't forget this as been done with stock shaders once the particle shader is complete I will look at my sprites again and see where to improve there are a myriad of settings in the lua code that Amenmoses has done one of them being alpha so this level was created to show what is possible now it is not something to compete with in AAA titles that being said I have done a lot of research and our particle display is as good as what most titles have. And for the record I have used 3 blending types 'add' 'normal and 'subtract' most of the particles were created by hand and I tested 3 different compression formats please bear in mind these are a first attempt the video above was just to show where we are up to at the moment
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Avenging Eagle
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Posted: 20th Oct 2018 11:22
@GraPhiX (&AmenMoses); don't get me wrong, I think it's fantastic what you two have done so far, I wasn't trying to cause offence or belittle your achievements and I'm sorry if my comments came across that way. I just wanted to offer some constructive feedback on how this amazing addition to Game Guru could be made even better

AE
AmenMoses
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Posted: 20th Oct 2018 11:26
By all means write a shader to do the things you suggest and we can try it out.
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OldFlak
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Posted: 20th Oct 2018 15:32
This is really making GameGuru shine now - excellent work AM \ Graphix

I think AE was saying his photoshop example was hastily mocked up not the work you guys are doing

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Avenging Eagle
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Posted: 20th Oct 2018 16:22 Edited at: 20th Oct 2018 16:23
Quote: "I think AE was saying his photoshop example was hastily mocked up not the work you guys are doing "


Oh yeah, totally, mine was thrown together in After Effects in a few minutes. Again, wasn't trying to belittle OP's work, which has obviously taken weeks. Sadly, I wouldn't have the first clue about writing HLSL shaders, I can barely grapple with LUA, but that's not the point.

AE
Preben
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Posted: 21st Oct 2018 07:48
The effect AE is referring to is called "additive blending" , and is pretty easy to setup in the shaders.

In the decal shaders find:


And replace this block with this:



Now save the files under a new name , thats it, and yes this effect can look pretty great
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AmenMoses
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Posted: 21st Oct 2018 12:38
So doing that gives me this:

Would be pretty cool for a sort of film noir game.

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Posted: 21st Oct 2018 12:46
Things are just getting better and better.
Thank you AmenMoses and GraPhiX
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Preben
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Posted: 21st Oct 2018 20:11
AmenMoses: Yes that looks correct , but in additive blending Alpha is black , and the alpha channel is not used , so to fade out you need to fade the colors to black. and your particle textures need to use black instead of alpha.

I made a little sample , and will include the additive particle texture i use , so you can test it

Will upload a video of it soon.

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AmenMoses
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Posted: 21st Oct 2018 20:24
So we wouldn't be able to use it with the existing particle sheets? Or can I simply set alpha to 0?
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GraPhiX
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Posted: 21st Oct 2018 21:54 Edited at: 21st Oct 2018 21:56
I have created a new smoke sprite sheet and made changes to the shader file alpha is now black
I will created a dedicated shader just for this thanks for the tip Preben

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granada
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Posted: 21st Oct 2018 22:25
Very cool mate ,your smoking now

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Preben
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Posted: 21st Oct 2018 22:33 Edited at: 21st Oct 2018 22:35
GraPhiX: Super

I will post my particle anyway if somebody else could use it, this particle is the only one used in this video.

Remember: to use additive blending the best way, you should pack more particle in the same area , that is what give that "shine" effect when the blending is going on, all the particle colors (behind the current) are added up to give the final color to the shader.

The reptilian from the fantasy pack , with a little additive blending particle effect added to its weapon:


AmenMoses: You cant use the old particle textures , but converting them to black as alpha is worth it.
Avenging Eagle: Thanks for suggesting additive blending
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granada
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Posted: 21st Oct 2018 23:46
That’s nice Preben ,I like the way the effect takes a while to catch up with the staff when moving

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Earthling45
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Posted: 22nd Oct 2018 02:43
Preben, fantastic.
Avenging Eagle
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Posted: 22nd Oct 2018 21:23
Great work all - looks awesome!

Preben, what other blending modes are out there? I ask because, as well as additive, I find the mode commonly known in Photoshop / After Effects as 'Multiply' (i.e. white = totally transparent, black = opaque) very useful for certain smoke effects. Would you call that 'Subtractive' blending?

AE
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Posted: 23rd Oct 2018 20:17
Pretty cool stuff.

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Posted: 23rd Oct 2018 20:33 Edited at: 23rd Oct 2018 20:46
@ GraPhiX
that last video is truly amazing .
makes me want to go light a big fire in the garden.
bet lee is sitting with a big smile on his face at the moment.
perhaps some fire for his dragon coming up.
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devlin
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Posted: 23rd Oct 2018 20:36
@ Preben
amazing.
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devlin
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Posted: 23rd Oct 2018 20:39
@ Pirate Myke
love the video some ooooooooooooh there
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Posted: 23rd Oct 2018 20:54
Just wow. That's all I have to say!
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Preben
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Posted: 24th Oct 2018 06:54
Avenging Eagle: There a tons of ways to setup blending,

BlendOp can have these settings:
ADD
SUBTRACT
REV_SUBTRACT
MIN
MAX

So if you used SUBTRACT then white would get darker and more transparent.
https://docs.microsoft.com/da-dk/windows/desktop/api/d3d11/ne-d3d11-d3d11_blend_op

You can also set SrcBlend,DestBlend where Src is what you return from the shader , and Dest is the current pixel in the render target, you have these options:
https://docs.microsoft.com/da-dk/windows/desktop/api/d3d11/ne-d3d11-d3d11_blend

When its a .fx file you just remove the "D3D11_BLEND_" from the options and insert the rest like "SrcBlend = ONE;".

So there are tons of combinations , the best way is to just try different settings until you find something that looks amazing
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Posted: 31st Dec 2018 11:38
Today is the day to watch GraPhiX & AmenMoses fire works demo:

https://forum.game-guru.com/thread/220163#msg2607030

GraPhiX did you ever release the standalone ? , i got a copy running now to get in the mood!

Happy new year (and eve) to everyone
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GraPhiX
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Posted: 31st Dec 2018 11:46
Hi Preben hope you are well ? Nice to see you back.

Unfortunately I had a hard drive issue a couple of weeks ago and lost it amongst other things
I managed to get the piano and other stuff back but I don't have the fireworks standalone anymore
Please post it for anyone that would like to have it including myself lol
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Posted: 31st Dec 2018 12:07
Hi GraPhix:
Im fine now , just got so much work going on so been a bit busy.

The fire work demo is uploading , i have slow upload but i will post the link in about one hour
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Posted: 31st Dec 2018 12:15
Fantastic
GraPhiX
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Posted: 31st Dec 2018 13:31 Edited at: 2nd Jan 2019 15:45
Ok I have managed to recover the Display, please bear in mind this was a test and was not optimised please do not redistribute the download link will only last 24 hours then I will remove it

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Posted: 31st Dec 2018 14:36
Fantastic thanks
Really good to see you back here Preben
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Posted: 31st Dec 2018 15:06 Edited at: 1st Jan 2019 13:02

synchromesh: thanks and one for you , happy new year eve!
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Posted: 2nd Jan 2019 15:19


I've tried the level and it is really great, performance wise it is also not very demanding it seems, apart from the wall with the circles during which the frame count drops to 40 until it is finished.

There still seems to be question of stacking new data on top of old data which is not cleared from the memory after closing and going back to the main menu and restarting the same level again.
I wonder if i should make a report of it or if it is simply impossible reuse the data already present in the memory.

Also there is a huge frame drop when the player is close to the fence, it looks like the old collision bug but i thought that this was solved so i'm wondering if the collision is set to 1 instead of 0 for the fence.

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GraPhiX
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Posted: 2nd Jan 2019 15:59
Hi Earthling45

thank you for trying it, yeah it was just a quick level thrown together in September or October, I was just learning about particles at the time no optimisation was done on the level I only made the standalone to make sure the LUA and particles copied over.
Since that was made i have learned better techniques for the particles and created new explosion effects i will eventually release the firework models and scripts so yo can have a play
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Posted: 2nd Jan 2019 17:16
Quote: "yeah it was just a quick level thrown together in September or October"


Beautifully done!

It is no critique on your excellent work GraPhiX, just some things i've spotted and curious if it is worth to make a report in github about the collision and memory stacking.
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Posted: 11th Jan 2019 08:38
Pirate Myke
How are you attaching the particles to entities as in the pretty cool stuff video.
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Posted: 11th Jan 2019 09:42
Finding out the Limb number of the bone in the hand and then attaching a particle to that Limb number In script.



But you will need to script a way to have the particle not be running while the AI is waiting to be spawned. Then Kill it when the entity is destroyed.

My scripting skills are Lame, and I have not tried to do it. The stuff in the _Init section need to be made into a function of its own according to AmenMoses.
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Posted: 8th Feb 2019 21:36
Amazing thread, you guys are awesome!

@ Preben
Silly questions:
1- I had seen each new fx file has a .blob file, if we edit the decal fx file, how we can create that file?
2- the particle texture you has posted looks great, but is not intended to be use a sprite sheet, when particles come in?

Great to see you back and ty 4 share texture and your knowledge with us, I had seen your fantastic work in agk forum, mate you are the shader man.
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OldFlak
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Posted: 9th Feb 2019 00:33 Edited at: 9th Feb 2019 03:40
Hi all - yeah these particle thingies are cool. Excellent work AM and GraPhix

Really would like to have access to the work done for multiple explosions.

_______
QUESTIONS:
1)
Been wondering since particles were introduced as to why we are using huge files for effects?

Is each particle an animation of the whole sprite sheet in use or a random selection of one of the frames.
I would have thought it would be better performance\memory wise to just have one small file (like 128 x 128 or something, or even smaller) just being randomly resized when spawn, and then apply the rotation fading effects to it.

2)
Using the script that AM kindly provided for snow here, When the player runs the snow does not keep up with the player, so there is no snow in front of the player while running, in fact it is barely there while walking either, is there a way to script that or is it a limitation atm.

Just curious is all....
________

On a side note:
I have a level that I have been working on where I have tried using a smoke decal of my own scripting abilities, but if I use weapons it dramatically kills the the game performance in certain areas of the map - usually around other decals for lava.

I thought it was just my abysmal ability at scripting, however when using the snow script mentioned above practically renders the level unplayable. I tried removing all other decals, but that didn't solve it.

Any ideas....

Reliquia....
aka OldFlak
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 750. M1: Samsung 31.5" @1920x1080 M2: Acer 24" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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