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Particle Effects [Beta]

Started by PikaNoChu, December 12, 2013, 11:38:39 AM

PikaNoChu

Some updates to the default particle effects.
Still needs some testing.

Download PK3


Changes:
* Changed flame to spark effect up on hitting human buildings.
* Changed blood to animated blood sprites on both human and aliens.
* Added several improved smoke textures.
* Tweaked building damage effects.
* Much more elaborate building destroyed effects.
* Lucifer Cannon impact is more flashy, changed colors of projectiles slightly.
* Acid Tubes now use animated particles for much more convincing acid.
* Acid Tubes now leave acid decals sometimes. Added splat sound for acid decals.
* Basilisk now has animated gas texture.
* Bullet impacts use animated smoke texture.
* New lower pitched jetpack sounds.
* Less "scratchy" sounding Teslas.
* High-res creep texture.
* Red/green building shader now has backface culling disabled which helps with suggesting depth.

Todo:
* Improve Grenade.
* Improve alien building destruction.
* See if I can make the flamer look better, might revert to default otherwise.
* Give some more depth to dretch sound effects. Add initial sound to lisk taunt.
* Refactor all script files. Clean up naming and folder structure.
* Minimize particle counts where possible. Combine ejectors into one where possible.
* Add empty last frame to some animations to prevent the animation from cutting off without crossfading.
* Add licensing info, readme, credits, etc

Wishlist: (requires code changes, and I'm no programmer)
* Have option to fade out bounceMarks. Now they simply vanish instantly.
* Have ImpactPS on every weapon.
* Having a trail system assigned to (every?) ranged weapon could be useful to improve visual causality if deemed necessary.
* A trail system for bullet sparks upon hitting buildings.
* PS for healing at booster/basilisk. PS for repairing buildings.
* Have a decal and a PS for when aliens attack walls/floors.
* Have Tyrant make sound when falling to floor (like Granger, but more heavy)



CreatureofHell

{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

PikaNoChu

#2
I'm trying to fancy up the particle effects (without overdoing it, hopefully).
I've updated with changelist and pics :granger:

I still need some testing in a real game environment and make sure I didn't screw up some stuff.
I've kept the particle counts as close to vanilla as I could. I did make an exception for blowing up buildings however...

PikaNoChu

#3
Thanks to Yalt for the acid splat code. I'll get to credits in the final version.

SamOz

Looks particularly spectacular. I will now have to wear shades while playing Trem.
Read about SamOz's MImod or download it here. Warning, It's BIG!!!
MImod is a new mod for Tremulous, with flashy script effects & High-Def textures in an Oriental-influenced theme.

Undeference

From the pictures, I don't like the outer ring for the lcannon hit. Otherwise, it looks good.
Need help? Ask intelligently. Please share solutions you find.

Quote from: tuple on February 15, 2008, 11:54:10 PMThats what we need, helpful players, not more powerful admins.

PikaNoChu

#6
The outer ring doesn't look good at all in pictures. It also lasts only a fraction of a second so it's not really that 'visible' during actual gameplay. It's more of a 'fleeting perception' kind of thing. I worried a lot about it clipping into the geometry since it's not a volumetric effect. But in practice I find it really helps sell the splash damage area, which always felt semi-random to me without a strong visual indication. However, if anyone has a better idea I'd be happy to try it at some point. I also tried an explosion shell mesh, the mesh was working but it just wouldn't load my shader/texture for whatever reason.

(ps. sorry if the pic isn't showing, I'm going to change my host sometime next month)