Product Chat / Explosion Particle

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GraPhiX
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Posted: 27th Nov 2018 19:29 Edited at: 27th Nov 2018 19:32
I have released the snow and a candle particle for you to try, the others are in the beta atm being put through their paces, check your scriptbank folder for graphix_******_particle.lua if you have them they have been released

Once Lee is happy with it he will release it under PP

I will not be releasing my explosion particles, their is no point until they are no longer code locked every time GG is updated they would be overwritten, I am waiting for a response on whether or not they can be changed from hard coded to an fpe variable sorry
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cybernescence
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Posted: 28th Nov 2018 13:18
Whilst this is not what you're all asking for, I've been delving into the code and it looks like you can already specify custom explosion sprites per projectile (rather than on the entity).

in gamecore\projectiletypes\, within the projectilename.txt file add:

explosionType = 99
explosionName = "8x8 sprite sheet of explosion dds"

and also add the referenced sprite sheet of course.

I tested this and seems to work - noticed it as I've been working on lua commands to trigger custom explosions for different sized sprite sheets:



Cheers.





GraPhiX
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Posted: 28th Nov 2018 13:44
WOW that's cool cybernescence I will look into that... I could set the default has a ground explosion and add the 360 to the projectiles, looking at it now thank you
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granada
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Posted: 28th Nov 2018 13:48
Very cool cybernescence,I like the little shake as the explosions start .nice job

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Posted: 28th Nov 2018 14:16
Very nice.
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GraPhiX
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Posted: 28th Nov 2018 14:38 Edited at: 28th Nov 2018 14:59
ok thanks to cybernescence we have a temporary solution, I have attached two particles below (for testing) please backup any files you replace and also backup these files too if Lee releases an update they will get overwritten.

extract the files one, there will be two files in there, they need to go into \Game Guru\Files\gamecore\projectiletypes\modern\rpggrenade over writing the txt file already in there.

the effectbank.zip contains a new default explosion2.dds (mushroom type) this needs to go into \Game Guru\Files\effectbank\explosion over writing the current explosion2.dds.

I say again this is temporary until we kind find a more suited approach.

all this needs to be done while GameGuru is not running, if it is running you will have to close it and reopen to see the changes

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granada
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Posted: 28th Nov 2018 15:06
Thanks Kev ,fine shooting by the way

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Posted: 28th Nov 2018 15:27
Thanks for the sprites GraPhiX - much appreciated.

There seems to be other parameters to play with (I haven't tested these - educated guess as to what they do from other work):

explosionType=99 (custom explosion)
explosionName=8x8spritesheet.dds (the explosion sprite sheet in same folder as projectile.txt)
explosionSize= (size of explosion decal above when rendered)
explosionLightFlag= 1 or 0 (give spotlight illumination along with explosion event
explosionSmokeName=8x8smokesheet.dds (the smoke sprite sheet that plays slightly after and behind main explosion, place in same folder as projectile.txt)
explosionSmokeSize = (size of smoke decal above when rendered)
explosionSparksCount=0 to 5 (debris style sparks alongside explosion)
explosionSparksSize = (size of sparks above)

PS - no one noticed what happened to the terrain about 25 seconds into my vid with one of the explosions

Cheers.
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Posted: 28th Nov 2018 15:30
Yes you blew a hole in it.
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GraPhiX
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Posted: 28th Nov 2018 15:30
yes sorry I noticed the crater very cool yes I have been tweaking those settings as we speak.... more testing to do
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Jerry Tremble
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Posted: 28th Nov 2018 16:14
Quote: "no one noticed what happened to the terrain about 25 seconds into my vid with one of the explosions
"



I noticed it, too, just figured you sculpted that beforehand. You DID sculpt it beforehand, right?
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granada
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Posted: 28th Nov 2018 16:34 Edited at: 28th Nov 2018 16:36
If that crater was don in real-time they would be great.bomb craters and mine craters come to mind

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Posted: 28th Nov 2018 16:54
Yes done in real time. I've wrapped some the editor controls into lua functions and it allows in game modification of the terrain.

Will be used to dynamite a way into a cavern full of interesting creatures that lust for your demise

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Jerry Tremble
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Posted: 28th Nov 2018 16:59
Wow. Speechless here, besides very cool, amazing, etc., but they are inadequate.
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Posted: 29th Nov 2018 00:22
How would one simulate a massive nuclear explosion with this? I think some of the explosions need to be slowed down (animation) for more dramatic effect.

I'd love to see a massive explosion where the fire and smoke actually rolls into a large scale mushroom cloud.

Thanks.

Mike
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Posted: 29th Nov 2018 00:24
Love the crater. Is realtime smoothing of the crater possible so it looks more realistic?

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GraPhiX
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Posted: 29th Nov 2018 08:31 Edited at: 29th Nov 2018 08:48
Quote: "How would one simulate a massive nuclear explosion with this? I think some of the explosions need to be slowed down (animation) for more dramatic effect.

I'd love to see a massive explosion where the fire and smoke actually rolls into a large scale mushroom cloud."


Hi World Class Multimedia, these are just for testing at the moment I have done about 8 different types, I am waiting for a more reliable way of changing the default explosion without the chance of losing the custom particles.
The particle code for explosions is still hard coded so we are limited in what we can do for now, this is the biggest I have done so far

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GraPhiX
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Posted: 29th Nov 2018 16:18
I think I have nailed the waterfall finally no more glitches, now all I have to do is create a generic asset to attach it to, not sure how I am going to do that and make it fit in with every scene ! anyone any ideas?

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Pirate Myke
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Posted: 29th Nov 2018 16:37
That is coming along nicely.
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vincenthendriks
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Posted: 29th Nov 2018 18:22
Amazing work!
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Posted: 30th Nov 2018 05:06
I meant more like a mushroom cloud from far back.

Mike
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GraPhiX
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Posted: 1st Dec 2018 19:37
besides the waterfall I have done a burst pipe:



and just finished a water feature:

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devlin
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Posted: 1st Dec 2018 19:39
brilliant
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Posted: 1st Dec 2018 20:19
GraPhiX , yes my friend , this burst pipe is nice, i am sure there is plenty off under ground pipes in my city just waiting to burst. lol
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Avenging Eagle
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Posted: 1st Dec 2018 21:29
Where'd you get those birds from? I like the way they fly away when you get close

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Posted: 1st Dec 2018 21:58
Quote: "Where'd you get those birds from? I like the way they fly away when you get close"

Im guessing its this pack

https://www.tgcstore.net/pack/10842
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GraPhiX
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Posted: 4th Dec 2018 11:42
yes that is correct GTOX bird pack its awesome

I have moved back to explosions and created a 'flak' type for hand Grenades etc...

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Teabone
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Posted: 5th Dec 2018 03:45 Edited at: 5th Dec 2018 03:45
Impressive, most impressive.
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Posted: 5th Dec 2018 06:35
AWESOME work!

I would love to see that crawling int o the next version.
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smallg
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Posted: 5th Dec 2018 10:09
Yh that terrain hole is a neat touch, I was more interested in that than the particles
A nice solution too, impressive how much work you are putting in behind the scenes on your project, a lot of people won't appreciate just how far you are pushing yourself compared to using an engine that already has all the functions in place.
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GraPhiX
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Posted: 5th Dec 2018 11:36
Thanks Guys

the last explosion particle was slightly off ground for this reason, meet Betty

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granada
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Posted: 5th Dec 2018 12:29
Great job Kev ,you just brought one of my old ideas to life .it looks great

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GraPhiX
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Posted: 5th Dec 2018 16:18
for anyone wanting the new explosion I have posted it in my thread here https://forum.game-guru.com/thread/219362?page=2#msg2609083
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Posted: 5th Dec 2018 17:58
beautiful.
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Posted: 6th Dec 2018 16:05
Custom Explosions is a reality thanks to AmenMoses guidance and help (I'm doing his head in lol) this is what we have so far

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Posted: 6th Dec 2018 16:46
Great Work!

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GraPhiX
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Posted: 6th Dec 2018 20:56
Physics now added

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Posted: 6th Dec 2018 22:37 Edited at: 6th Dec 2018 22:40
I think its done the first red Barrel is standard explosion and the entity is set to explodable in properties all the other Barrels are NOT set to explodable

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Posted: 6th Dec 2018 23:39 Edited at: 6th Dec 2018 23:40
Excellent work !!
I don't know how you managed it but you have opened new doors for us to add explosions and that's made my Xmas already Great work the both of you
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Posted: 7th Dec 2018 00:54
nice work,you make a good team

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Posted: 7th Dec 2018 13:44
simply brilliant
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GraPhiX
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Posted: 7th Dec 2018 16:26
Added:
8 Custom Explosions
2 Implosions
the option to use your own explosions/implosions
can size/scale and position anywhere on a entity (from within the script)
set explosion range (default is 300 units)
set how many hits to cause explosion (no more 1 hit wonders)
up to 10 different explosions in one scene
player damage and knock player backwards
effect any dynamic object with explosion range
all configurable

Still to do :
NPC damage

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granada
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Posted: 7th Dec 2018 16:35
No excuses for having the same explosions now

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Posted: 7th Dec 2018 20:58
NPC damage sorted think these guys are over acting a bit though must have been foot ballers in another life

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synchromesh
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Posted: 8th Dec 2018 03:20
Ok that's a little OTT
still amazing work though
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Location: Portsmouth, England
Posted: 8th Dec 2018 11:05
You can blame Lee for that! The comment in the code say's "// 210918 - so headshots have better ragdoll reaction", not sure I agree.

(at least I assume it was Lee)
Been there, done that, got all the T-Shirts!
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reliquia
GameGuru TGC Backer
3
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Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 9th Dec 2018 03:55
Lol - That's hillarious!


Reliquia....
aka OldFlak
Intel(R) Core(TM) i3-4160 @ 3,60GHz. 8GB Ram. NVidia GeForce GTX 750. Acer 24" Monitors x 2 @ 1920 x 1080. Windows 10 Pro 64-bit.
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