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I begin to port the Arma 1 tool made by ColonelSandersLite and Mandobole to simplify particle effects making: (http://www.armaholic.com/page.php?id=4859)

The authors seems inactive on the forums since 2011. If you know a way to contact them or if they changed their nickname, please PM me.

This tool consists of a mission in which you can change and see in real time particle effects.

You can then export the parameters, which saves a lot of time for particle related coding (scripts or config).

Here is the mission (put it in your SP mission folder):

http://www.armaholic.com/page.php?id=21217

http://www.mediafire.com/download/s19o78cuegc9js9/AAA_Particles_Tests.Stratis(2).pbo

media:

5ffFr6x.jpg?1

490zJ1a.jpg?1

qoMJGlI.jpg?1

Di0nmIo.jpg?1

qgjv7BC.jpg?1

(The last two pictures are a bit of a false advertising as you can't make those effects with this tool only and you need to work a bit ;))

Usage:

I will make an user manual, but some knowledge of arma 3 particle system is recommended:

http://community.bistudio.com/wiki/Arma_3_Particle_Effects

In the test mission, you will have a bunch of user actions. The four firsts allow you to modify in real time the different particle parameters (note that some particles in the list are not working yet and that some are 2D, others are 3D and that mean that you won't see anything if you don't choose the proper type of particles: "BillBoard" or "Space Objects").

Once you are happy with what you see, you can copy to clipboard the particle parameters in script or config syntax using the user actions: "Export (script)" and "Export (config)".

There is an example script using some parameters exported like this in the mission pbo (particles_tests.sqf). You can execute it using the radio and see what it does. This provide you with an example script in order to use your own parameters in your missions.

Changelog:

v0.1 (first release)

v0.2:

-fixed: remove some dialog errors

Known Bug and issues:

-A lot of functionalities are probably not working yet as I worked only on the particle parameters edition and the export functions

-Error messages due to broken Dialogs

- syntax mistakes in the config exporter (will be fixed soon)

Notes:

Compared to the original version I added a Config parameter exporter (to define particle effects for Adddons).

Later, I will add a Light editor as well.

please provide some feedback and report bugs in this thread.

If you come up with a neat particle effect, please be generous and provide the parameters in this thread with a screenshot

Original Credit and Thanks:

A big thank you goes out to Sanctuary of the BIS forums for inspiring the

copy and paste method and to bk1276 of the BIS forums for suggesting

multiple particle effects.

Another one goes to Mandoble of the ofpec forums for suggesting adding the

ability to attach a particle effect to your squadmate and for pointing out

that I had done all the render parameters wrong.

A HUGE thank you aimed at Kegetys, Kronzky, & T_D (apologies if I missed

someone) for their efforts in putting together a working method of

manipulating strings. The whole import function would not have been

possible had it not been for these people.

Also, to those who have helped support this project by hosting the files,

including: Old Bear, El nino Foxhound, Big, Stavanger and Imutep.

Apologies if I missed somebody, too many to keep easilly track of

Edited by super-truite
  • Like 2
  • Thanks 1

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This sounds awesome! Going to give this a go!

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new version:

v0.2:

-fixed: I removed some dialog errors

If you have some suggestions on how to improve this tool, please post them in this thread.

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Release frontpaged on the Armaholic homepage.

===================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how

things work and what options you have.

When you have any questions already feel free to PM or email me!

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Thank you Foxhound!

I noticed some bugs with the config parameters generated. I hope I'll have time to fix this soon. But the script parameter exporter works fine.

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so can you post the params to make the initial screen shots work... also, how and what else was needed for the last couple of shots?

-Raps

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The first screenshot is obtained with the parameters I put in Particles_tests.sqf (I added a light source in the script to make it look better). For the other, I don't have the parameters anymore as I was just playing around with the editor and I didn't think at the time that it would be usefull to save them. Anyway, they are fairly easy to make. To help you with the colors, you can use this website: http://www.december.com/html/spec/colorper.html.

As for the two last screen, you have to make a script in which the source for the particle emission is moving (using https://community.bistudio.com/wiki?title=Special%3ASearch&search=setvelocity&go=Go). But for the missile that separates into 10 pieces, you need a rather long script. I coded it in a dirty way and I am thus not really comfortable with sharing it. But if you really want it, I can give it to you in PM.

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Lol Fabio, when will you be releasing your LSD mod :) ?.

By the way, you should put some electronic music on your video!

Edited by super-truite

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Lol Fabio, when will you be releasing your LSD mod :) ?.

dude, i should seriously consider to create a machinima about takistani poppyfarmers XD

besides that: if you are planning to add more features to the editor, my first thoughts are it would be nice if one could add (extra) movement to the particle effects (isnt it possible to attach them to invisible objects or something?)

also some tooltips for the parameters would be noobfriendly!

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I will try to add something to see particles on moving objects (useful for missiles and engine exhaust smokes for instance). As for the tooltips, I will do something to make the editor more easy to use, but currently I have no time to improve it unfortunately because I am working on a huge project with sebj . I hope I will be able to show soon some video of our "sea monster"...

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I have one idea what to do with this fantastic tool... Just spent 10 mins watching small chunks of meat slowly rise out of the floor, daydreaming that I'm in the targeting area of an Akira-esque orbiting laser platform :D

Wonder if I can mod-up some kind of mobile HAARP station.

BSW

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So, would you mind listing the classname of those pieces you use in the last two images which can create firework effect?

Certain objects are needed as the source of particle effect by setting vector so that effect can be shaped. I used to use "FX_armor" in A2 while no idea the certain classname of those small dropable objects in A3......

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@super-truite

Nice work with that tool!

I tried to achieve some Poison Gas (Yellow and Green mixed Missile Smoke) in a Area of 200m but with the Parameter "Radius" i only get a Ring of Smoke around the Effect Position. How can i get a randomized effect like in your third picture with the green smoke?

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Don't use the circle parameters to achieve this (in fact I almost never use this). Use for instance some random position instead (position 0 and position 1 in particle random menu) or make the particles have some random velocity in the horizontal plane and adjust the density (weight and volume) so that the smoke does not fall into the ground. This way the smoke cloud will grow from the source while if you just put some random position, the smoke will pop up everywhere in the area.

PS:If you get some nice effects, take time to put a screenshot and the parameters in this thread!

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Here's some pics of me messing with particle effects. I'm gonna release the parameters soon. Having some trouble pinpointing what does what exactly.

awesome_zps6076d55c.jpg~original

more_awesome_zps212fdaec.jpg~original

<a  href=yay_zps2fa42651.jpg~original' alt='yay_z

Edited by Soolie

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thanks for the tool. i found that the list of particle effects what lacking so i wrote a fuller one. just replace the one in the init.sqf.

maybe update the original version with this list so that others in the future who might not read all the pages will have it.

UPDATED LIST OF PARTICLE EFFECTS

["\A3\data_f\anchor",1,0,1,0],
["\A3\data_f\blesk1",1,0,1,0],
["\A3\data_f\blesk2",1,0,1,0],
["\A3\data_f\bohemiaolor2",1,0,1,0],
["\A3\data_f\box",1,0,1,0],
["\A3\data_f\cam_360",1,0,1,0],
["\A3\data_f\cam_zoom_in_front",1,0,1,0],
["\A3\data_f\camera",1,0,1,0],
["\A3\data_f\cl_basic",1,0,1,0],
["\A3\data_f\cl_exp",1,0,1,0],
["\A3\data_f\cl_exp_cloud02",1,0,1,0],
["\A3\data_f\cl_exp_cloud06",1,0,1,0],
["\A3\data_f\cl_feathers2",1,0,1,0],
["\A3\data_f\cl_fire",16,0,16,0],
["\A3\data_f\cl_fireball_02",1,0,1,0],
["\A3\data_f\cl_fireD",1,0,1,0],
["\A3\data_f\cl_firetest",1,0,1,0],
["\A3\data_f\cl_grass1",1,0,1,0],
["\A3\data_f\cl_grass2",1,0,1,0],
["\A3\data_f\cl_grenade2",1,0,1,0],
["\A3\data_f\cl_leaf",1,0,1,0],
["\A3\data_f\cl_leaf2",1,0,1,0],
["\A3\data_f\cl_leaf3",1,0,1,0],
["\A3\data_f\cl_paper1",1,0,1,0],
["\A3\data_f\cl_plastic1",1,0,1,0],
["\A3\data_f\cl_rock1",1,0,1,0],
["\A3\data_f\cl_water",1,0,1,0],
["\A3\data_f\colision",1,0,1,0],
["\A3\data_f\Cone",1,0,1,0],
["\A3\data_f\Cone2",1,0,1,0],
["\A3\data_f\cube",1,0,1,0],
["\A3\data_f\default",1,0,1,0],
["\A3\data_f\exp",1,0,1,0],
["\A3\data_f\flare00",1,0,1,0],
["\A3\data_f\flare01",1,0,1,0],
["\A3\data_f\flare02",1,0,1,0],
["\A3\data_f\flare03",1,0,1,0],
["\A3\data_f\flare04",1,0,1,0],
["\A3\data_f\flare05",1,0,1,0],
["\A3\data_f\flare06",1,0,1,0],
["\A3\data_f\flare07",1,0,1,0],
["\A3\data_f\flare08",1,0,1,0],
["\A3\data_f\flare09",1,0,1,0],
["\A3\data_f\flare10",1,0,1,0],
["\A3\data_f\flare11",1,0,1,0],
["\A3\data_f\flare12",1,0,1,0],
["\A3\data_f\flare13",1,0,1,0],
["\A3\data_f\flare14",1,0,1,0],
["\A3\data_f\flare15",1,0,1,0],
["\A3\data_f\force",1,0,1,0],
["\A3\data_f\Game_icons",1,0,1,0],
["\A3\data_f\halfLight",1,0,1,0],
["\A3\data_f\horizont",1,0,1,0],
["\A3\data_f\horizont_sphere",1,0,1,0],
["\A3\data_f\koule",1,0,1,0],
["\A3\data_f\kouleSvetlo",1,0,1,0],
["\A3\data_f\Krater",1,0,1,0],
["\A3\data_f\Krater_po_kulce",1,0,1,0],
["\A3\data_f\Kursor",1,0,1,0],
["\A3\data_f\laserBeam",1,0,1,0],
["\A3\data_f\LibraryIcons",1,0,1,0],
["\A3\data_f\MissileSmoke",1,0,1,0],
["\A3\data_f\moon",1,0,1,0],
["\A3\data_f\moon_anim",1,0,1,0],
["\A3\data_f\mrak1",1,0,1,0],
["\A3\data_f\mrak2",1,0,1,0],
["\A3\data_f\mrak3",1,0,1,0],
["\A3\data_f\mrak4",1,0,1,0],
["\A3\data_f\NoMipmapTextures",1,0,1,0],
["\A3\data_f\obloha",1,0,1,0],
["\A3\data_f\papAuto",1,0,1,0],
["\A3\data_f\particleTest",1,0,1,0],
["\A3\data_f\point",1,0,1,0],
["\A3\data_f\rainbow",1,0,1,0],
["\A3\data_f\RainDrop",1,0,1,0],
["\A3\data_f\rect",1,0,1,0],
["\A3\data_f\stars",1,0,1,0],
["\A3\data_f\sun",1,0,1,0],
["\A3\data_f\sunHalo",1,0,1,0],
["\A3\data_f\svetlo",1,0,1,0],
["\A3\data_f\Training_Ring_30",1,0,1,0],
["\A3\data_f\TvHi",1,0,1,0],
["\A3\data_f\VolumeLight",1,0,1,0],
["\A3\data_f\VolumeLight_searchLight",1,0,1,0],
["\A3\data_f\VolumeLightCar",1,0,1,0],
["\A3\data_f\vysilacka",1,0,1,0],
["\A3\data_f\XGPS",1,0,1,0],
["\A3\data_f\XGPS2",1,0,1,0],
["\A3\data_f\Xkompas",1,0,1,0],
["\A3\data_f\XKOSEI",1,0,1,0],


["\A3\data_f\ParticleEffects\CraterLong\CraterLong.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\CraterLong\CraterLong_small.p3d",1,0,1,0],



["\A3\data_f\ParticleEffects\Hit_Leaves\Leaves.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Hit_Leaves\Leaves_Green.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Hit_Leaves\Sticks.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Hit_Leaves\Sticks_Green.p3d",1,0,1,0],



["\A3\data_f\ParticleEffects\Pstone\Pstone.p3d",1,0,1,0],



["\A3\data_f\ParticleEffects\Shard\shard.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Shard\shard2.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Shard\shard3.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Shard\shard4.p3d",1,0,1,0],



["\A3\data_f\ParticleEffects\Universal\AmmoBelt_Links.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\GlassParts_00.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\GlassParts_01.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\GlassParts_02.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\GlassParts_03.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\GlassParts_04.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\GlassParts_05.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\GlassParts_06.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\GlassShards.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\Grass_volume.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\GrassMesh.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\HitEffect.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\Meat_ca.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\Mud.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\Refract.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\smoke.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\SparksBall.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\StoneSmall.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\Test_Arrow.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\TreePart.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\UnderWaterSmoke.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\Universal.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\Universal_02.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\UniversalOnSurface.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\WheelEffect.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\WoodChippings.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\WoodParts_01.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\WoodParts_02.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\WoodParts_03.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\Universal\WoodParts_04.p3d",1,0,1,0],



["\A3\data_f\ParticleEffects\WallPart\WallPart.p3d",1,0,1,0],
["\A3\data_f\ParticleEffects\WallPart\WallPart2.p3d",1,0,1,0],



["\A3\data_f\proxies\muzzle_flash\mf_Armor_M4.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\mf_machineGun_Cheetah.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\mf_machineGun_M2_50.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\mf_machineGun_M134MiniGun.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\mf_machineGun_MK30.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\mf_machineGun_MK32.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\mf_sparks_01.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\mf_sparks_02.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_2x2.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_2x2_Front.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_GM6.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_GMG.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_Mk20_Front.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_pistol.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_pistol_FlareGun.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_pistol_Mk26.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_pistol_PO7.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_pistol_Ruger.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_AA40.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_GM6.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_KRISS.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_KSG.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_M$.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_M200.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_M230.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_Mk20.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_MX25.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_PDW2000.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_RFB.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_Scorpion.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_TRG20.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rocket_70mm.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rocket_Aim9x.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rocket_HellFire.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_rocket_Zephyr.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_silencer.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_XM25.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_flash1.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_flash2.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\muzzle_flash_flash3.p3d",1,0,1,0],
["\A3\data_f\proxies\muzzle_flash\Smoke_white_tail.p3d",1,0,1,0],

["\A3\data_f\proxies\Rope\rope.p3d",1,0,1,0]

some values need to still be changed!!!!!

all of the values are generic 1,0,1,0. except cl_fire. i set it to 16,0,16,0.

https://community.bistudio.com/wiki/ParticleArray

also, does anyone know how to get circle effects to spawn above the ground

i have no problem getting regular particle effects to spawn at a specified height, but with circles it seems to disregard z and just use the xy values.

i think it would be cool if there were a parameter that would specify whether the height was ASL or ATL.

some images of a big bomb i made, im planning on making a counterstrike style DE game mode once the new map is released

you should see this badboy pics don't do it justice. its like whats that flash??? uncontrollable shaking, "POW"(hopefully you have your volume down), o noes radioactive dust.

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make sure to check the first spoiler

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Thanks a lot ylguf, they probably added some new particle effects in the beta. Really nice bomb you are making there.

A nice addition would be to make the windows break in a large radius with something like this:

_pos = _this select 0;
_radius=500;
_objects = nearestObjects [_pos, ["house"], _radius];
for [{_l = 0},{_l < (count _objects)},{_l = _l + 1}] do {
if(!isplayer (_objects select _l)) then {

(_objects select _l) setHit ["Glass_1", 1];
(_objects select _l) setHit ["Glass_2", 1];
(_objects select _l) setHit ["Glass_3", 1];
(_objects select _l) setHit ["Glass_4", 1];
(_objects select _l) setHit ["Glass_5", 1];
(_objects select _l) setHit ["Glass_6", 1];
(_objects select _l) setHit ["Glass_7", 1];
(_objects select _l) setHit ["Glass_8", 1];
(_objects select _l) setHit ["Glass_10", 1];
(_objects select _l) setHit ["Glass_11", 1];
(_objects select _l) setHit ["Glass_12", 1];
(_objects select _l) setHit ["Glass_13", 1];
(_objects select _l) setHit ["Glass_14", 1];};
};

I don't know how to count the number of windows in a building, so I brutally try to destroy 14 of them, which is enough for most of the buildings.

PS: I'll update the editor with your new list later today or tomorrow.

Edited by super-truite

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