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Particles

Mon, 11 Sep 2006 13:22:36

Crimson Wizard

I was asked by Alex bomberman to investigate how particles work (he wanted to enhance something I suppose), and after some experiments I managed to make this: [img:342b2wev]http://downloads.orcishweb.com/koraxdev/crimson/particles_01.jpg[/img:342b2wev] [img:342b2wev]http://downloads.orcishweb.com/koraxdev/crimson/particles_02.jpg[/img:342b2wev] [img:342b2wev]http://downloads.orcishweb.com/koraxdev/crimson/particles_03.jpg[/img:342b2wev]
Mon, 11 Sep 2006 13:32:15

Firebrand

Heh! it looks interesting, but I think you could control how many particles this uses, it looks a bit overrated in particles count <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Why don't you create two different timers for them? and just make some of the particles last that long?
Mon, 11 Sep 2006 13:55:30

Crimson Wizard

Sorry, I didn't get it. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> what timers?
Mon, 11 Sep 2006 14:49:31

The 4th Class

You're telling me you designed that engine, CW? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Remember that the only thing I know about this stuff is that I know nothing about it. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> P.S.: I always preferred sprites over models anyway: it's just how I grew up. Or maybe it's easier to work with models instead of sprites, because in 3D art you can actually design the creatures with object-oriented code, so you only need to make one creature and move his body in different positions, rather than recreate the picture frame after frame on Paintshop Pro (I use Paintbrush <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> ). Nevertheless, your pics remind me Quake: for some reason particle-oriented graphics always remind me of it.
Mon, 11 Sep 2006 14:52:06

Ichor

It reminds me more of Hexen 2, especially the necromancer's magic missiles and the assassin's scarab staff.
Mon, 11 Sep 2006 15:25:08

RambOrc

Actually, sprites in games like Hexen have been exported from 3D models, not drawn pixel by pixel in 2D.
Mon, 11 Sep 2006 15:46:28

Firebrand

[quote="Crimson Wizard":1xqtvqoj]Sorry, I didn't get it. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> what timers? AFAIK, particles have a "life" time, if this time expires then particles dissapear, the particles trace in those screens is too large IMO, you can reduce it and make it look better if you create two different variables for storing "life" timers for particles, hope I made it more clear now, sorry I did my post in a rush, heh!
Mon, 11 Sep 2006 18:27:26

Alex-bomber_Man

Oh, hell!!! there are some bugs with my bvrowser - it dont shows the screenshots!!! <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Firebrand, please, send me 'em to email and please, answer my private messages to you. -=offtop=- Oh, by the way, i have something interesting to show you - my new models for weapons!!! With shootflames!!! Here: <!-- m --><a class="postlink" href="http://alex-bomberman.narod.ru/models/4vavoom/4doom/ABM_weapons.rar">http://alex-bomberman.narod.ru/models/4 ... eapons.rar</a><!-- m -->
Mon, 11 Sep 2006 20:04:01

The 4th Class

[quote="RambOrc":5w3i0ks7]Actually, sprites in games like Hexen have been exported from 3D models, not drawn pixel by pixel in 2D. So why did Raven convert them to sprites if they already had the models? Seems redundant to me.
Mon, 11 Sep 2006 20:35:46

RambOrc

Technological limitations. A 50 MHz Intel CPU couldn't render 3D models in real time (not even pre-render at acceptable speeds).
Mon, 11 Sep 2006 20:46:38

The 4th Class

Any chance of keeping the sprite function instead of models for SE so we can play it on pentiums and the like? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Tue, 12 Sep 2006 05:44:02

Crimson Wizard

[quote="The 4th Class":1j0dr0c3]You're telling me you designed that engine, CW? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> No. It is Janis who designed this engine (I thought you know this <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ). What was my purpose here is to show what you may create, playing with code. By the way, that was pretty simple to do. [quote="Firebrand":1j0dr0c3]AFAIK, particles have a "life" time, if this time expires then particles dissapear, the particles trace in those screens is too large IMO, you can reduce it and make it look better if you create two different variables for storing "life" timers for particles, hope I made it more clear now, sorry I did my post in a rush, heh! Agreed. Well, this was only an experiment. For the 1st time I gave them too much starting velocity and they formed a wide, dense trace, which made Lost Soul's attack look like a carrier rocket launch <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Besides, I am not sure particles are better way to make such traces. Alex has shown me couple of shots from Risen3d, they used hi-res sprites there to make rocket trace and explosions and particles only complete the view. Not mentioning that there's a point at which they take too much memory compared to sprites IMO - if there are too many of them. I wish to know how rocket traces are made in Q3 or modern shooters. Are they models? I cannot believe thay are made of particles - this would require immense amounts of them.
Tue, 12 Sep 2006 19:32:34

Alex-bomber_Man

NO!!!, sprites weren't made from 3D models - they were made by making digital photos from real small models, let's say toys! I thought everybody knows it! They even don't look like 3dmodel screnshots! And ofcourse 50 mhz processor was able to render 3D models in real time!!! I have played in Quake1 on 50mhz processor with 8mb RAM over 9 years ago. And what do you think? It worked well, only on big maps i had some slownes, but it was fine at all <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> BTW, today i have tried to change particles too! And i got an interesting blood particle - looked like somebody has hit the imp by the axe - so much blood from pistolshoot!!!
Tue, 12 Sep 2006 19:54:35

The 4th Class

Show us a screenshot. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 12 Sep 2006 22:11:18

Firebrand

ID Software used small models for the monsters, I guess what Ramborc meant was similar to this, as for replying to your PMs Alex, I've already replied you <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. I'll sent you the screenshots ASAP too <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 01 Oct 2006 17:28:37

Alex-bomber_Man

Firebrand, thanks! But you to show models of monsters, that you have said, IDsoftware guys used to make sprites <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->

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