Product Chat / Particle rain/dust/splash/bulletholes and more.

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Preben
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Posted: 19th Oct 2018 15:03
Just a quick update what i have been added to GameGuru loader the last weeks!

Hope you like it



If you like to watch the video's why not subscribe to my channel on YouTube ? would really appreciate it
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synchromesh
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Posted: 19th Oct 2018 15:19 Edited at: 19th Oct 2018 15:20
Amazing !!
Fantastic work as usual ... We could really use that in GG
Now Subscribed as well ..
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Bored of the Rings
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Posted: 19th Oct 2018 15:29
Nice one Preben, I think I subscribed but will check and if not , will do. thanks for the latest GG Loader updated, now downloading. Awesome stuff as usual
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AmenMoses
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Posted: 19th Oct 2018 15:46
This should all be doable in GG now, or at least in the Beta.
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Pirate Myke
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Posted: 19th Oct 2018 15:53
Great stuff. Thank you.
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AmenMoses
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Posted: 19th Oct 2018 15:59
GraPhiX has been trying to do realistic rain, maybe Preben can give him some tips!
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Corno_1
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Posted: 19th Oct 2018 16:54
Quote: "This should all be doable in GG now, or at least in the Beta."

What? I do not see a commit or a branch. Is the GG beta now separated from github? Or do you mean the GG Loader Beta?
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AmenMoses
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Posted: 19th Oct 2018 17:14
I'm using the Beta and it has the new particles commands in it, or at least the ones I've committed to GitHub that Lee has accepted.

Take a look in global.lua, they should all be listed.
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Corno_1
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Posted: 19th Oct 2018 17:21
Oh sorry, my fault. I thought you mean Prebens changes.
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smallg
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Posted: 19th Oct 2018 21:58
Quote: "This should all be doable in GG now, or at least in the Beta. "

assuming GG's raycasting is as accurate as AGK's (it's not :p )... but will be nice to see some proper bullet hit effects in GG

always nice to see GG loader getting some love
one feature i think is really lacking is path finding - any plans to add some? i've tried a few times to get A* path finding in but it's always beaten me so far... definitely a confusing beast.
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AmenMoses
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Posted: 19th Oct 2018 22:13
What do you mean by "it's not"? Is the 'bullet hit' position inaccurate is some way? Seems to work fine for physics impulse use, at least most of the time.

I'm just about to start playing with using 'particles' to place effects on buildings etc so if there is something I should be aware of ....
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GraPhiX
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Posted: 19th Oct 2018 23:40 Edited at: 19th Oct 2018 23:41
Quote: "GraPhiX has been trying to do realistic rain, maybe Preben can give him some tips! "


yeah lol I got this far 2 weeks ago with a rain particle for GG will be refined more soon

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Posted: 20th Oct 2018 09:33 Edited at: 20th Oct 2018 09:36
I mean GG raycasting doesn't always return collisions when it should, it's certainly not a show stopper though, I think it will be good enough for most of the effects shown in the video.

That looks great already graphix
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Preben
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Posted: 20th Oct 2018 10:11
graphix:

Sure you can use my particle for your rain, the problem with yours is that it have that outline , attached particle.

What i do is have 2 emitters with different gravity , the particle is very transparent so it will pickup light behind it , i also set the color of the particles to the color of the sun ( i did not yet add this to the PBR in GG, so you cant do this at the moment, so just use the particle as is ).
Perhaps you should also let the particles start a bit further away from the player.

The splash on the terrain/objects use a raycast to find out where to place it, so it can also hit ontop of objects and will never be placed indoors.
As this require a raycast, you should make this its own emitter and not launch to many.

You can sent a ray from above the player to the player position to see if it need to rain, if you hit the terrain it should rain, if you hit anything else it should stop raining ( when you go indoors ), it would be ideal if each rain particle had a raycast but that would be way to slow, so another way to stop the rain should be made.

Hope it help, and cant wait to see your version running in GG
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AmenMoses
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Posted: 20th Oct 2018 10:51
I would do it the other way around, cast a ray upwards from the players head position and if it doesn't hit anything make it rain.

I'm working on a few more additions to the particle system, one is a command to generate a single particle at a specific position/angle, another is an 'on death action' setting for an emitter which can be set such that when a particle dies a specific action can be taken, for example trigger a second generator from the position of the dying particle or a 'split' action where a dying particle causes new particles to be generated.

I'm also adding two 'special' emitter commands, one to generate particles based on the terrain height and another to generate based on water level.


btw, what do you think of my cartoon rain?
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AmenMoses
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Posted: 20th Oct 2018 15:59 Edited at: 20th Oct 2018 15:59


Need to sort out the angles but the basics are there.

The tricky bit is what to do about physics objects, i.e. if you shoot something and it moves then the 'bullet hole' will need to move with it, the existing particle system can't cope with that!

Also, somehow objects that wouldn't show a bullet hole IRL need to be excluded, for example a chain link fence. Hmm tricky one.
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Posted: 20th Oct 2018 16:02
wow so much great stuff here
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Posted: 20th Oct 2018 18:33
Nice one Mr Amen

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Posted: 20th Oct 2018 18:52 Edited at: 20th Oct 2018 19:02
Bullet holes ?
Will they show up in 3rd person or isometric or is this first person only ?
Im assuming its first person only ..
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AmenMoses
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Posted: 20th Oct 2018 19:03
I'm having a tough enough job getting it to work in FP!

Just working out the bullet hit point is tricky, then working out the angle of the surface is a challenge.

In 3rd person it would be a lot more tricky I reckon.
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AmenMoses
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Posted: 20th Oct 2018 20:06
This is better, only got Y angle working at present though. Will have to disable the effect for dynamic objects and characters, i.e. limit it to stuff like walls and static entities for now.



Obviously it will need a proper bullet hole 'particle', I'm just using the default flare one as it's easier!

Quite a few engine changes were needed to get this working so I will need to push it all Lee's way before you get to play with it.
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Posted: 20th Oct 2018 20:30 Edited at: 20th Oct 2018 20:31
From my very limited understanding it seemed in first person view the sights / Hotspot had to be touching the enemy or target when you press the fire button to complete the circuit so to speak..
So it was the same in isometric hence the gap between the player and the sights … Nothing before or after would register a hit so im guessing it would be totally different in this situation or maybe easier with actual projectiles ..
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AmenMoses
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Posted: 20th Oct 2018 20:47
I'm cheating a bit at present by ray casting from the players eyes when the engine reports that the gun has fired, what I really need to do is pick up the impact position directly from the engine so I'll need another addition to do that. (the g_projectileevent_entityhit variable in global.lua doesn't seem to do anything!)

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synchromesh
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Posted: 20th Oct 2018 20:53 Edited at: 20th Oct 2018 20:54
Seems a lot of Projectile code is still hard coded … I can now add my own but still they explode and show the reflection despite turning it off in the projectile text files … The only way I can blag it is to make them so fast you just don't see them .. However they do hit and kill.
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Posted: 20th Oct 2018 21:54
@AmenMoses, this red flare let me think off a laser effect that one can have on a sniper gun or a pistol .
Think it would look cool with a red laser beam and then the bullet holes.
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Posted: 20th Oct 2018 22:58 Edited at: 20th Oct 2018 23:08


Getting better!
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AmenMoses
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Posted: 21st Oct 2018 00:48
How about this one?
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granada
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Posted: 21st Oct 2018 02:07 Edited at: 21st Oct 2018 02:08
Nice one Amen,where’s that spray can GraPhix

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Preben
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Posted: 21st Oct 2018 07:55
AmenMoses: Dammm your good i guess you have not been getting any sleep before you solved all the problems with this, the nature of coders and challenges , thats the fun part, then when it works well ... ...
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Posted: 21st Oct 2018 09:22
Once we have finished the bullet holes I will do a paintball effect and possibly a paint ball gun @Preben once I have finished the bullet sprites I will send them to you for inclusion in GGLoader
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Posted: 21st Oct 2018 09:55
Wow !

Eat, sleep, code, repeat

Amazing work from you both.

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Posted: 21st Oct 2018 11:11
This is fantastic work from both of you!!

@Amen, what happens if one shoots a plant model, more specifically a small leaf? The decal would possibly cover the leave. Have you got a way to enable/disable bullet decals per entity?
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AmenMoses
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Posted: 21st Oct 2018 12:36 Edited at: 21st Oct 2018 12:41
Well my thoughts at the moment is that if the 'material' is not one of 'stone','metal' or 'wood' then don't add the bullet hole. Not sure what a plant will report the material as, suppose I should try it out.
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Posted: 21st Oct 2018 12:36
this is awesome work. it just feel right to see the bullet holes on the walls. lol nice work.
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Posted: 21st Oct 2018 12:38
also with extra sound that you can add when you hit a barrel or some steel plate it would even sound more realistic.
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AmenMoses
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Posted: 21st Oct 2018 13:03
So as always when things seem to be going well G throws a spanner in the works!

Trees report material as 'wood' which is fine for bullet holes in the trunk but the leaves also report as wood (I was hoping only the trunk would be seen as a 'hit', explains why you can't shoot through the canopy) so yes you can get hanging bullet holes.

More worryingly is that bullet hits are reported fine for a closed door but not one that is open or has been open and then closed again, not sure yet why this is, need to experiment some.

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Posted: 21st Oct 2018 13:19
will impact sound be possible?
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AmenMoses
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Posted: 21st Oct 2018 13:42
Yes but you probably won't hear it over the sound of the gun!

The new command I added just gives you access to the 'hit' position and 'material' you can use that information in a script to do whatever you want.

To make it useful you would need to check the weapon being used, do a raycast to find out the object being hit, then decide what to do. For example if the object is a dynamic object you probably don't want a bullet hole but could play a sound, if the material is mettalic you could spawn an appropriate bullet hole, maybe spawn a few sparks and play a sound.
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Posted: 21st Oct 2018 14:01
oh ok thank you AmenMoses.
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AmenMoses
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Posted: 21st Oct 2018 17:47


Third person!
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Earthling45
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Posted: 21st Oct 2018 19:28
Awesome work AmenMoses.

Quote: "Trees report material as 'wood' which is fine for bullet holes in the trunk but the leaves also report as wood"


Isn't it possible to add collision detection so that it does not leave marks on entities without collision?
AmenMoses
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Posted: 21st Oct 2018 19:39
It will only show up on entities with collision on anyhow.
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synchromesh
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Posted: 22nd Oct 2018 01:03
Just got home from work and all this incredible stuff waiting for me to see
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Posted: 22nd Oct 2018 05:41
Very nice.
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Posted: 22nd Oct 2018 07:26
Holy moses
just keeps getting better.
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Blacknyt46
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Posted: 22nd Oct 2018 09:32
The video site is down! I can't watch Amen's awesome video's. But by reading the post's. It all looks pretty cool. Good Job Amenmoses. And Preben's work looks amazing also.
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AmenMoses
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Posted: 22nd Oct 2018 10:50
Videos are working for me. Might just have been a temporary outage.
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Posted: 22nd Oct 2018 10:56
Yup, they are working now. Awesome!
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