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TUT: Add particle effects + models + sounds into Quake via .ent files in DarkPlaces

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  • #31
    Is there a way to spawn the 'snow' particle type underwater? I am trying to create bubbles with real-time jitters.

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    • #32
      @badbrad
      check this post, 3rd videoclip in that post:
      http://quakeone.com/forums/quake-hel...tml#post111182

      bubbles are totally possible
      but you need to use the 'smoke' particle-type for this and set it to have a very low negative gravity value

      the ent-files in the link right above the clip about acid-bubbles contain example for E1M1 which contains acid-bubbles example
      Last edited by talisa; 08-26-2013, 11:49 AM.
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

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      • #33
        Thank you Talisa.

        In that case, is there a way to give smoke (or any other particle-types for that matter) realtime jitters, like the snow has?

        I have been experimenting with bubbles for acid pools to get that "fizzy, carbonated beverage" look, and also for underwater projectile trails and explosions. Using the same particlefont as Seven, I have added rotation to give a crude "wobble-like" quality, but real bubbles tend to dart back and forth slightly as they rise to the surface and unless I have overlooked something, this is tough to simulate without realtime jitters.

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        • #34
          Hello BadBrad,

          I just updated the link to the DP-wiki, which is down and Chip hosts a backup of it: here
          Be sure to read the chapter about effectinfo syntax.

          Regarding the jittering:
          You can of course use most of the type <type>�s in liquid as well.
          If you want to *control* the movement of the "snow" type particles, you have to use airfriction/liquidfriction, to make them fast/slower.
          If you need alpha blended types, you do not need to use the given ones (like smoke), you can also use this keyword: blend <alpha > to transform any type.

          The snow type movement cannot easily be simulated with other types.
          As your velocityjitter can only go in 1 direction (or in a circle).
          BUT you can use many different effect blocks with the same effect name. Each one can jitter in another direction with a high value of airfriction/liquidfriction.
          This way you could simulate it.
          With some QC modification lines it would be even easier.

          Making particle effects is like playing chess:
          A minute to learn, a lifetime to master.
          Jakub is such a master. He can do the most amazing effects.

          Anyway, for many more samples, you should take a look into the "small mod compilation". Its effectinfo.txt gets extended constantly. You most probably find some which you can use as base.

          Best of luck and have fun creating your effects.
          Seven

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          • #35
            @Seven

            Hello!

            It is unfortunate that underwater particles with realtime jitters are not possible atm, but that is ok. I will move on to other projects.

            I am using your wonderful SMC v4.15 + 4.31 Update and may I please take this moment to sincerely thank you for all the great work that you have done for the Quake community! I am new to QuakeOne. I'm also not particularly computer savvy, but Quake has always been a favorite game of mine since its inception and now I'm completely addicted to making it look beautiful. Your tutorials, along with the Effectinfo Scripting Reference (which I have already studied intently) have proven to be valuable resources for learning the ways of the DP mod.
            Vielen dank.

            Concerning models:
            I found your startmap video with all the Grimrock models particularly interesting - especially the torches. It has always bothered me that the normal torches in Quake appear to be floating next to the wall, not attached to anything. Improving Quake's lighting decor options would apply to every map in the game but converting ".model" to ".mdl" seems to be impossible for me using, ehem, a Mac. Might you know of a way?


            @Talisa

            I love your lava portal smoke! I had the exact same idea myself! Great minds think alike. I actually came to the "jittering bubbles" question while messing around with my lava portal smoke.

            Here's something you might like:
            I created glowing embers with realtime jitters rising out of lava using a "conventional" particle emitter in the map-specific effectinfo.txt (as opposed to using an .ent weather effect). This not only allowed me to pick an appropriate "ash-shaped" particlefont, but also made it MUCH easier to select the range of colors used for the particles. Setting "bounce" to "-1" was useful in situations where particles should not be seen all the time, such as lava below a trap-door.

            Also, I found that adding light to lava eruptions greatly intensifies the effect and atmosphere.

            >Cheers<

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            • #36
              thanx badbrad
              .
              are you curious about what all there is out there in terms of HD content for quake?
              > then make sure to check out my 'definitive' HD replacement content thread! <
              everything that is out there for quake and both mission-packs, compiled into one massive thread

              Comment


              • #37
                Originally posted by BadBrad View Post
                It is unfortunate that underwater particles with realtime jitters are not possible atm, but that is ok. I will move on to other projects.
                Hello BadBrad,

                Did you try the method I talked about in the previous post ?
                You can achieve the same visual also underwater.

                This clip shows just a quick example of it.
                I used a random velocity and a liquidfriction of 5.
                You can of course modify the values to get a *main* particle direction if you want.
                Just a quick draft:
                [ame]http://www.youtube.com/watch?v=8Sb-mONLJEw&feature=c4-overview&list=UUbX7uVIXqMzBza0YmLJuMdw[/ame]



                Originally posted by BadBrad View Post
                Concerning models:
                I found your startmap video with all the Grimrock models particularly interesting - especially the torches. It has always bothered me that the normal torches in Quake appear to be floating next to the wall, not attached to anything.
                The reason why ID software decided to go with the torches we have now in Quake is simple:
                You do not need to take care about the angles.
                It is a straight torch, that fits on every wall. Doesnt matter which direction the wall is facing.
                Hexen2 already uses the tilted torches. Wich are much more beautiful, but you have to add an additional angle value to it, to get the correct view.

                You *can* add a torch like this to Quake, but you need to edit each maps .ent file and add the angle into it:



                You do not even need to change the fire particle source if you do it right, but the effort to add an angle alone is quite huge. But if you are a real Quake lover, you will do this



                Originally posted by BadBrad View Post
                Improving Quake's lighting decor options would apply to every map in the game but converting ".model" to ".mdl" seems to be impossible for me using, ehem, a Mac. Might you know of a way?
                Yes sure, the workload to convert "Legend of Grimrock" models is described here

                The devs have been so kind and released the complete asset set of the game !
                The tool for converting is called "Grimrock Model Toolkit".
                Of course you must not use their models outside of LoG for a re-release.
                But personal usage is no problem.
                You will end up with .obj format, which you can easily convert into .mdl with many tools (example Noesis).
                A quick example of my favorite monsters idle animation:
                [ame]http://www.youtube.com/watch?v=rsWmg7LRgyw&feature=c4-overview&list=UUbX7uVIXqMzBza0YmLJuMdw[/ame]

                Have fun tinkering around with your Quake
                Seven

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                • #38
                  Talisa! I haven't seen you around . I was thinking about you a day or so ago, wondering where you had disappeared to. Sorry to briefly derail the thread. Carry on.
                  http://www.nextgenquake.com

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                  • #39
                    @gypsy
                    i've been on vacation 12-23 august to germany
                    so thats why i dissapeared shortly
                    .
                    are you curious about what all there is out there in terms of HD content for quake?
                    > then make sure to check out my 'definitive' HD replacement content thread! <
                    everything that is out there for quake and both mission-packs, compiled into one massive thread

                    Comment


                    • #40
                      Originally posted by Seven View Post
                      The reason why ID software decided to go with the torches we have now in Quake is simple:
                      You do not need to take care about the angles.
                      It is a straight torch, that fits on every wall. Doesnt matter which direction the wall is facing.
                      Hexen2 already uses the tilted torches. Wich are much more beautiful, but you have to add an additional angle value to it, to get the correct view.

                      You *can* add a torch like this to Quake, but you need to edit each maps .ent file and add the angle into it:



                      You do not even need to change the fire particle source if you do it right, but the effort to add an angle alone is quite huge. But if you are a real Quake lover, you will do this


                      Last night I thought about this tilted "torches" issue and had an idea:
                      Why not let QC do all the hard work ?

                      We have the traceline code and we have the .angles vector.
                      So, why dont we just make a traceline check around the torches origins (lets say every 45�).

                      We will then know in which direction the wall is and set the torches.angles accordingly.

                      This way we do not need to edit any .ent file or anything.
                      All the dirty job is done by QC at map start.

                      I will see if this impacts map loading time...
                      If not, we will be able to use tilted torches with wall-supporters like these without an issue in all Quake maps:



                      This will be a nice addition I think.

                      Kind regards,
                      Seven

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                      • #41
                        oh that would be a great addition to the SMC if you could make it work seven

                        those wall-torches with supports look really great, and it would be awesome to have those in all maps with correct angles
                        .
                        are you curious about what all there is out there in terms of HD content for quake?
                        > then make sure to check out my 'definitive' HD replacement content thread! <
                        everything that is out there for quake and both mission-packs, compiled into one massive thread

                        Comment


                        • #42
                          I couldn't agree more! As I said, this would have application in nearly every map of the game, and seeing how one's eye is naturally drawn to light sources, better torches would greatly improve the overall aesthetics of the game.

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                          • #43
                            Where is the function in the source files......place_model?

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