Product Chat / Dust Particles

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Duchenkuke
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Posted: 22nd Sep 2019 15:40
Hey Guys - In fps creator it was possible to have dust particles. Does anybody know how this was done?
And is there a chance we can do this in gameguru? It adds a lot to the atmosphere!

Check out this video I recorded from a game called "whispers" - made by a russian dev with fpsc.
Look at these awesome dust particles. You have to look closely though:


smallg
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Posted: 22nd Sep 2019 16:59
adjust the rain or snow box, it's just a particle box that follows the player
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Duchenkuke
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Posted: 22nd Sep 2019 17:18
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Posted: 23rd Sep 2019 03:46
While this may actually just be an animated decal box , FPSC actually did end up in later versions supporting a full particle system. Sadly it was lesser known when it finally got implemented.
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Duchenkuke
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Posted: 23rd Sep 2019 06:09
Quote: "While this may actually just be an animated decal box , FPSC actually did end up in later versions supporting a full particle system. Sadly it was lesser known when it finally got implemented."


amen moses made a real particle emitter ! So it is actually a thing now, but it has some issues in terms of performance. We reported this to github a while ago tho.
OldFlak
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Posted: 23rd Sep 2019 15:01 Edited at: 23rd Sep 2019 15:03
Yeah, the particle emitter is awesome, but I always have an issue with performance too.

I made some props that emit steam for the space station, but if I use just one, all animations of force fields and doors just turn into slow motion, most likely my scripts interfering with it.

You could just use a box that follows the player as smallg said.

OldFlak....
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Duchenkuke
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Posted: 23rd Sep 2019 16:34
Quote: "all animations of force fields and doors just turn into slow motion, most likely my scripts interfering with it."



EXACTLY

I had the same issue, it was reported to gihub and it got fixed apparently. So it should be fine in the next update!
AmenMoses
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Posted: 23rd Sep 2019 20:57
Can I just admit right here and now that I didn't "Add a real particle emitter", it was already there.

What I did do is rewrite it to be more efficient and added a bunch of Lua commands to actually make it more useful.

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Duchenkuke
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Posted: 23rd Sep 2019 21:08
OldFlak
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Posted: 24th Sep 2019 00:14
Quote: "I had the same issue, it was reported to gihub and it got fixed apparently. So it should be fine in the next update!"

I be using current beta - problem remains, for me....

OldFlak....
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Duchenkuke
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Posted: 24th Sep 2019 06:47
Quote: "I be using current beta - problem remains, for me...."


oh man, serisouly ?? Then why got it the "fixed" label.... thanks for nothing... damn
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Posted: 24th Sep 2019 10:34
Quote: "oh man, serisouly ?? Then why got it the "fixed" label.... thanks for nothing... damn"


If you mean this:
https://github.com/TheGameCreators/GameGuruRepo/issues/595

Yes i marked it as fixed , the problem was reported by AmenMoses and was a bug in the emitter that would reset the animation list, the fix was confirmed by AmenMoses and he even closed the issue, so not sure what else i could have done ?

About your new issue reported on GitHub:
https://github.com/TheGameCreators/GameGuruRepo/issues/620

Quote: ""For us, it is a waste of time to report here then....""
Really ? , the particle system itself is pretty slow at the moment, as you can see in your video that "small" amount of particles generates over 1100 draw calls so it will slow things down, i do not see that this has anything to do with the other problem. I have discussed this with AmenMoses for some time now and we have been trying to come up with the best solution to solve the particle speed problem but ...
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osiem80
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Posted: 24th Sep 2019 11:30
@Preben
i posted the bug with the weapon ammo adding but seems like nobody is interesing on 2 fix it, i guess its just 5 minutes 4 someone from tgc team.
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OldFlak
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Posted: 24th Sep 2019 11:39 Edited at: 24th Sep 2019 11:42
To be fair, it is not always easy to reproduce a bug so it can be fixed . Bugs can be shifty little blighters.

Here's hoping for a solution

Thank for your efforts Preben\AmenMoses.

OldFlak....
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Duchenkuke
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Posted: 24th Sep 2019 12:14 Edited at: 24th Sep 2019 12:29
Yea I have to apologize, I was just really angry because I had this conversation with amenmoses too and I knew he reported it.
Particles are getting more and more important and I was really happy that we finally get them.

I just didnt know that the particles itself are the performance drainer - Now that you mention it, I actually noticed.
The thing was that I was thinking it was the same problem and It got labeled as "fixed" when it wasnt. That was my fault and I didnt know that particles have muliple issues^^

Anyway, I was a little harsh there and I hit the wrong tone. I apologize for that!
I totally apreciate the work you guys put into gameguru!!

So is there a chance this can be worked on ?

I edited my github post to be less angry and more normal lol -
synchromesh
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Posted: 24th Sep 2019 12:21 Edited at: 24th Sep 2019 12:34
Quote: "i guess its just 5 minutes 4 someone from tgc team."

LOL ... Meanwhile back in the real world.
J/K
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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3com
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Posted: 24th Sep 2019 17:27
Yah in real life they most likely has another issues, even GG related issues.
Particles is a vast zone, and for sure is that sort of thing than if you touch something, you has to change many others to match with.
very much thanks to Preben and Lee for their hard work.
Report bugs should be for report bugs and nothing else, sometimes is most better to count till 100, before posting.
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AmenMoses
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Posted: 24th Sep 2019 19:32
Check the TAB-TAB menu, if the AI slider is high that indicates the slow down is script based, check you aren't continuously loading the particle images for example!

If you send me the script you are using I can take a look to see if anything daft is going on.
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Duchenkuke
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Posted: 24th Sep 2019 20:31

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AmenMoses
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Posted: 24th Sep 2019 21:13
Well apart from some seriously dodgy values in the table there isn't much wrong with the script.

It is creating 4 particle emitters spawning every 22 milliseconds (so about 50 times per second) though.

The dodgy values are:
offset = { -250, 5, -250, 100, 100, 250 }, minY of 5? maxY of 100? maxX of 100?

speed = { -0.01, -0.01, -0.05, 0.01, -0.02, 0.02 }, min values must be lower than max values! -0.01 is greater than -0.02 !

rotate = { 0.5, -0.2 }, ditto 0.5 > -0.2!

scale = { 0.8, 0.8, 0, 0}, scale value starting at 0.8 and shrinking to 0?

alpha = { 33300, 40000, 0, 0 } umm, not sure what to make of those numbers! Alpha is a percentage IIRC!

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OldFlak
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Posted: 25th Sep 2019 00:55 Edited at: 25th Sep 2019 01:01
@AmenMoses

This is a test level for Naelurec models.
In this level there a 9 forcefields and three doors with open\close animations, and 3 fans using a rotate script.
This is without any particles being used...

The AI metrics is sowing 17 here but it goes as high as 30 or so.
Should AI metrics be that high - or does this indicate an obvious flaw in my own scripts....



OldFlak.....
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AmenMoses
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Posted: 25th Sep 2019 10:18 Edited at: 25th Sep 2019 10:59
It indicates that they probably need some optimising.

This might help:

https://forum.game-guru.com/thread/220816#msg2616431
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osiem80
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Posted: 2nd Oct 2019 16:14
MIN 5:10

That would be great
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JC LEON
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Posted: 2nd Oct 2019 19:35
Quote: "That would be great"


these are wet dreams my friend ..i 'm afraid we cannot ever have those on GG...sadly
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smallg
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Posted: 2nd Oct 2019 21:46
Quote: "these are wet dreams my friend ..i 'm afraid we cannot ever have those on GG...sadly"

why not? those are just embers / ashes... it's exactly the same as a snow box, just need the image to use as the decal... if you check the "weather" folders graphix and amen have already provided some particles that will help get you started - this took like 10mins to throw together so imagine what you can do with better images and more effort


by default their boxes are set to follow the player so you need to do a little bit of tweaking but it's not that difficult, the main settings are in this area
Quote: "graphixsnow =
{ animSpd = 0, SR = 0, freq = 16, lifeMin = 2000, lifeMax = 2000,
-- minX minY minZ maxX maxY maxZ
offset = { -200, 80, -200, 200, 150, 200 },
speed = { 0, 0.8, 0, 0, 2, 0},
rotate = { 0, 0 },-- currently only Z rotate processed
-- startMin startMax endMin endMax
scale = { 400, 600, 40, 100 },
alpha = { 90, 190, 80, 100 }
},
graphixmist =
{ animSpd = 1/16, SR = 0, freq = 16, lifeMin = 2000, lifeMax = 2000,
-- minX minY minZ maxX maxY maxZ
offset = { -200, 10, -200, 200, 50, 200 },
speed = { 0, 0.8, 0, 0, 2, 0},
rotate = { 0, 0 },-- currently only Z rotate processed
-- startMin startMax endMin endMax
scale = { 800, 1000, 400, 600 },
alpha = { 6, 12, 6, 12 }
}, "
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
osiem80
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Posted: 2nd Oct 2019 21:53
Thats great smallg, but in the video it seems like there where something like a shader on the particles, they glowing literarlly.
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smallg
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Posted: 2nd Oct 2019 23:41
Hmm yes I don't think particles can get shaders in GG yet.. not sure, maybe a request for GitHub, there's already illumination mapping for normal entities so should be similar, just a case of how do you assign the correct shader, I don't think we can swap in real time so assigning via lua (as we do with the rest of the particle set up) probably wouldn't work?
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
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cybernescence
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Posted: 3rd Oct 2019 00:24 Edited at: 3rd Oct 2019 00:27
yes you can load a shader for the particles, the last parameter of ParticlesAddEmitterEx is the effect ID, e.g. in lua:

ParticlesLoadEffect:
effectId = ParticlesLoadEffect( "effectbank\\reloaded\\decal_basic_additive.fx", emitterId )

Edit: This is how I changed the shader for the dragon fire derived from a rapid stream of expanding directional particles:



Cheers.
osiem80
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Posted: 3rd Oct 2019 00:36
WOW good job
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3com
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Posted: 3rd Oct 2019 00:48
Yes we can!



As smallg said with little spare time and effort, can be much better.
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smallg
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Posted: 3rd Oct 2019 09:30 Edited at: 3rd Oct 2019 11:11
Quote: "yes you can load a shader for the particles, the last parameter of ParticlesAddEmitterEx is the effect ID, e.g. in lua:

ParticlesLoadEffect:
effectId = ParticlesLoadEffect( "effectbank\\reloaded\\decal_basic_additive.fx", emitterId )"

neat, yep that does look much better
edit, bit annoying that the shader edits don't reset if you remove the lua lines, you need to set them back to see the changes


Quote: "Edit: This is how I changed the shader for the dragon fire derived from a rapid stream of expanding directional particles"

and a very nice dragon fire it is too
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
JC LEON
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Posted: 3rd Oct 2019 09:47 Edited at: 3rd Oct 2019 10:39
great ...could someone make a tutorial on how to acheive all of that for who need to start to work with particles and shader.. all of you told you took few minutes to make them ..could please someone of us take other ten to make a totourl on how to start?'

pleasE

@3com. .why didnt oyu add these features in the hhor pack you are making? it could add a great atmpsphere..
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smallg
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Posted: 3rd Oct 2019 14:22
Quote: "great ...could someone make a tutorial on how to acheive all of that for who need to start to work with particles and shader.. all of you told you took few minutes to make them ..could please someone of us take other ten to make a totourl on how to start?'

pleasE"

lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
KRivva
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Posted: 3rd Oct 2019 17:22
Looks very nice! There should be a thread in the tutorials area, so it doesn't get lost.
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JC LEON
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Posted: 3rd Oct 2019 19:25
many thanks smallg as usually you are a life saver...
(rant mode on)but i continue to thing need to be made from tgc to provide users all necessary infos on how to use how engine have to offer(ran mode off)
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AmenMoses
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Posted: 3rd Oct 2019 21:06
https://forum.game-guru.com/thread/220140#msg2606716
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synchromesh
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Posted: 3rd Oct 2019 21:51 Edited at: 3rd Oct 2019 21:51
@Amen
Moved to the official " Tutorials and Guides "
That one got missed for sure ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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JC LEON
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Posted: 4th Oct 2019 11:19
thanks guys..
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