Author Topic: particles in tilesets( update: in resources now too)  (Read 6891 times)

titi

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particles in tilesets( update: in resources now too)
« on: 1 March 2011, 23:42:34 »
Particles in tilesets are available with latest svn version now.
Here's an example:
https://www.youtube.com/watch?v=1BzO2fGfShI
In the tileset you can now specify (multiple)particle systems per model! By this you can have for example vulcanos with and without lava and with lava+smoke. Or magic fog in the forests  ;)
Code: [Select]
               <object walkable="true">
<model path="models/reed.g3d">
<particles value="true">
<particle-file path="smoke_particles.xml"/>
</particles>
</model>
</object>

The particle system is created like a usual unit particle system ( not all switches make sense of course ):
Code: [Select]
<?xml version="1.0" standalone="yes"?>
<object-particle-system>
     <texture value="true" path="images/particle.bmp" luminance="true"/>
<mode value="black"/>
<primitive value="quad"/>
<offset x="0" y="0" z="0"/>
<direction x="0.3" y="1" z="0"/>
<color red="1.0" green="0.1" blue="0.1" alpha="1.0" />
<color-no-energy red="0.0" green="0.0" blue="0.0" alpha="1.0" />
     <radius value="1" />
     <size value="2" />
     <size-no-energy value="1.7" />
     <speed value="3.0" />
<gravity value="0"/>
     <emission-rate value="3" />
     <energy-max value="200" />
     <energy-var value="0" />
<relative value="true" />
<relativeDirection value="false" />
     <fixed value="false" />
     <teamcolorNoEnergy value="false" />
     <teamcolorEnergy value="false" />

<!--trajectory type="spiral">
<speed value="14.0"/>
<scale value="1"/>
<frequency value="0.5"/>
</trajectory-->
</object-particle-system>
« Last Edit: 17 March 2011, 01:39:27 by ultifd »
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Omega

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Re: particles in tilesets
« Reply #1 on: 2 March 2011, 01:45:42 »
Excellent Titi! Good job. I'd also like to see the ability to have animated models in tilesets (and, unrelatedly, particle projectile and splash models).
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Re: particles in tilesets
« Reply #2 on: 2 March 2011, 02:09:15 »
Looks good, but the flame color is too red, losing sense of reality, it should be natural that, like the Indians campfire flame effect, it is more true!

ultifd

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Re: particles in tilesets
« Reply #3 on: 2 March 2011, 02:12:44 »
Cool. I don't know why I thought this was already available...hmm...stupid photoshop.  :P
Looks good, but the flame color is too red, losing sense of reality, he should be natural that, like the Indians campfire flame effect, it is more true!
Yes, that's true. But I think those particles were mainly samples ones...or not final ones.

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Re: particles in tilesets
« Reply #4 on: 2 March 2011, 05:51:26 »
Looks good, but the flame color is too red, losing sense of reality, it should be natural that, like the Indians campfire flame effect, it is more true!
Yah, just a test. Why would he have fire in the water?

Particles in tilesets are available with latest svn version now.
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Re: particles in tilesets
« Reply #5 on: 2 March 2011, 06:55:05 »
Yah, just a test. Why would he have fire in the water?

Swamp gas? :)

titi

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Re: particles in tilesets
« Reply #6 on: 2 March 2011, 12:08:54 »
Currently too many of the particles are calculated and by this it m,ight be a bit slow. I will change that with my next checkin soon.
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Re: particles in tilesets
« Reply #7 on: 3 March 2011, 03:11:53 »
Are particles calculated by the CPU or GPU?

My stats:
CPU: dual-core 3.0GHz
GPU: Radeon HD 5870 2.2+ terraFLOPs

I just wanna know cause I'm not so good on the CPU end. :look:
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Re: particles in tilesets
« Reply #8 on: 3 March 2011, 03:24:14 »
lookin good! :thumbup: Can this be done to resources as well?
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Re: particles in tilesets
« Reply #9 on: 3 March 2011, 10:48:00 »
Not on ressources which have their models in the techtree yet ( like gold/stone) but it works on trees. I was planning on adding it for ressources too but its not done yet. (  Glowing ressources..... )
First I need to finish what I have now.

@Archmage: it will affect both cpu and gpu. Particle positions are calculated by the CPU, and the rest is GPU. I just can warn everyone, use it carefully :-D and don't create real fireworks tilesets!  ( But ... it will look interisting if your computer can handle it ... )
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Re: particles in tilesets
« Reply #10 on: 3 March 2011, 17:17:15 »
Sounds good then. ;D
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Gabbe

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Re: particles in tilesets
« Reply #11 on: 3 March 2011, 20:15:53 »
WOuld actually be very handy&usefull with a Benchmark tileset..

titi

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Re: particles in tilesets( update: in resources now too)
« Reply #12 on: 9 March 2011, 14:07:11 »
This is available in ressources too now ( the tech tree specific ones ).
Just define them in the model of a resource, the same way as its done in tilesets.

let the gold glow or the spice shine blue ....
« Last Edit: 9 March 2011, 16:54:40 by titi »
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claymore

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Re: particles in tilesets( update: in resources now too)
« Reply #13 on: 9 March 2011, 16:07:04 »
Very nice.  For those who haven't seen it, the Hell tileset has particles now (smoke and lava from volcanoes).
« Last Edit: 9 March 2011, 16:54:57 by titi »

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Re: particles in tilesets( update: in resources now too)
« Reply #14 on: 9 March 2011, 16:57:53 »
Dose volcanic have them too?
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Re: Mist
« Reply #15 on: 15 March 2011, 06:12:20 »
https://www.youtube.com/watch?v=1BzO2fGfShI
Just an example...If you're going to watch in full screen, it's best if you watch it in 720P.

Psychedelic_hands

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Re: particles in tilesets( update: in resources now too)
« Reply #16 on: 15 March 2011, 11:02:43 »
That looks awesome ultifd!
Maybe we could have things like leaves or dust blowing around place?
After the merge maybe we could use GAE shaders and tilesets aswell?

I hope my crappy laptop will beable to keep up.
« Last Edit: 15 March 2011, 11:10:22 by Psychedelic_hands »

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Re: particles in tilesets( update: in resources now too)
« Reply #17 on: 15 March 2011, 12:34:46 »
That mist looks great  :o

Any chance you could post an xml spoiler for us?
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Re: particles in tilesets( update: in resources now too)
« Reply #18 on: 15 March 2011, 14:27:57 »
its in svn in tileset meadow ( and used as described in the first post of this thread )
http://megaglest.svn.sourceforge.net/viewvc/megaglest/trunk/data/glest_game/tilesets/meadow/

@ultifd: Looks like you love to zoom and move the camera    :O :O :O
« Last Edit: 15 March 2011, 15:07:21 by titi »
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Re: particles in tilesets( update: in resources now too)
« Reply #19 on: 15 March 2011, 15:15:00 »
This looks awesome!
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Re: particles in tilesets( update: in resources now too)
« Reply #20 on: 15 March 2011, 18:56:11 »
Am I the only one going through a huge problem with Firefox/Flash? :look: That video plays as solid green for me.

Anyway, my 5870 is smiling.
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Re: particles in tilesets( update: in resources now too)
« Reply #21 on: 15 March 2011, 22:06:02 »
Nope, and I'm using Firefox 4 RC  :D ! Just try again?

That mist looks great  :o
Let's update Swamp ;) And then we should add it to the megapack!

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Re: particles in tilesets( update: in resources now too)
« Reply #22 on: 18 March 2011, 04:13:11 »
Dose volcanic have them too?
I'll add it when GAE adds support for tileset particles (or a merger beta?).
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Re: particles in tilesets( update: in resources now too)
« Reply #23 on: 18 March 2011, 06:03:17 »
Dose volcanic have them too?
I'll add it when GAE adds support for tileset particles (or a merger beta?).
Why then? All you need to test your tileset is a ~1 MB compressed binary...  ::)

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Re: particles in tilesets( update: in resources now too)
« Reply #24 on: 18 March 2011, 12:18:25 »
Quote from: ultifd
Let's update Swamp  ;) And then we should add it to the megapack!

Agreed. Swamp would look smashing with mist. Titi, please!! :)

 

anything