Additional Particle Generators or DECORATE Generic Particles

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Expand view Topic review: Additional Particle Generators or DECORATE Generic Particles

by Your Name Is » Sat May 14, 2005 6:22 pm

Me needy very mucho

by BouncyTEM » Sat May 14, 2005 5:33 pm

this idea would be nice. i could imagine a lot of effects that could be done with this. :D

by timmie » Sat May 14, 2005 4:01 pm

Heh, probably, but for some reason I can't recall the exact details of the conversation (and my HDD died awhile ago so I lost all the logs) :( I'm also revising it a bit to support "sparks" (new particles that are spawned when a particle hits something).

by LK873 » Sat May 14, 2005 12:57 pm

Wow Timmie, you actually took our chat from ICQ into consideration? :D

by Risen » Fri May 13, 2005 5:03 am

LK873: The thread is linked on the first post. It's on the 2nd to last page.

by timmie » Fri May 13, 2005 3:32 am

Actually, I'm thinking about adding a new particle system to ZDoomGL. Basically, you'd define the particle system parameters in a text lump (I'd probably just put them in with the light definitions, since I'm considering lumping all the special ZDoomGL stuff like shaders and lights into one text lump) and add a new actor where one of the args is the id of the particle system you specify in the definition.

Code: Select all

ParticleSystem 1 { // the "1" is the id you'd use as the arg for the thing you'd place in the map
   orientation 0 1 0 // 3D vector the system is pointed, this would be straight up
   emitRate ## // number of particles to emit per second
   maxLife ## // maximum number of seconds a particle can live
   emitVelocity ## // initial speed of particle
   acceleration ## ## ## // vector of acceleration, default will be normal gravity
   startColor 1 1 1 1 // initial color of the particles (RGBA format)
   endColor 1 1 1 1 // final color of the particles (RGBA format)
   startSize ## // initial size of the particle
   endSize ## // end size of the particle
   emitterSize ## ## ## // define a bounding box to spawn the particles in
   image GLPART // image to use for the particle
}
I don't see why ZDoom couldn't use the same system, except maybe ignore the "image" part. I've just been thinking about this recently, so I haven't done any work on it yet, though.

by pink » Thu May 12, 2005 1:37 pm

Okay then :D . I guess if it's done... someone else will be doing it.

by Graf Zahl » Thu May 12, 2005 1:32 pm

pink wrote:If anyone would have the patience and skills required for this task, it would be Graf... so if you feel like it, GO GRAF GO!

Sorry, not my area of expertise.

by LK873 » Thu May 12, 2005 12:41 pm

Could someone point me to where Risen gave his ideas on implementing this feature? I'd like to see what he said.

by Risen » Thu May 12, 2005 10:36 am

If you do decide to try it, don't feel restricted by my suggestions. There's plenty of room for improvement in them. Still, I'd like to have the flexibility in that system available.

by pink » Thu May 12, 2005 8:55 am

If anyone would have the patience and skills required for this task, it would be Graf... so if you feel like it, GO GRAF GO!

by Tormentor667 » Thu May 12, 2005 6:12 am

LK873 wrote:C'mon Graf we know you can do it!

by LK873 » Wed May 11, 2005 10:33 am

C'mon Graf we know you can do it!

by Graf Zahl » Wed May 11, 2005 10:10 am

Nice ideas but getting the math right for this is probably not as easy as it sounds... ;)

by Daniel » Wed May 11, 2005 10:06 am

It should bring a lot of new possibilities to make outdoor lookins! The snow and rain is also possible, but you must use scripts to do it. I remember someone that made "ZDoom Tutorial Wads" also did that.

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