Junker 0 Posted July 15, 2009 wheres the templates, i can only find Arma ones and they are outdated.. Need updates please :) Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 15, 2009 Just depbo the CA.PBO from ArmA2 and you will find your templates. ArmA2 uses an universal particleeffect. For blood i use this setting: _PS1 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 6, [0, 0, 0.5], [0, 0, 0], 0, 25, 1, 0, [1,30],[[1,0,0,0.8],[1,0,0,0]], [0.5,0.5,0], 1, 1, "", "", center]; Share this post Link to post Share on other sites
Tajin 349 Posted July 15, 2009 Aside from the "universal" - thing, particles are still pretty much the same as before. Using "SpaceObject" instead of "Billboard" is interesting, as it allows you to use 3dmodels as particles. Problem is, the orientation seems to be set randomly, I've not found a way to rotate the particle yet. (does anyone know more about this ?) Also, I've noticed an strange bug with Particles, especially if you use big particles.: Depending on your direction of view (up/down), the particles will shift. That for examples leads to the effect that the fog I've created with particles dissappears in the ground when I look upwards. Very strange, I wonder if there's a fix for this. Anything else you need to know about particles ? Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 15, 2009 Aside from the "universal" - thing, particles are still pretty much the same as before.Using "SpaceObject" instead of "Billboard" is interesting, as it allows you to use 3dmodels as particles.[/b]) Also, I've noticed an strange bug with Particles, especially if you use big particles.: Depending on your direction of view (up/down), the particles will shift. That for examples leads to the effect that the fog I've created with particles dissappears in the ground when I look upwards. Very strange, I wonder if there's a fix for this. 3D Objects with Spaceobject is not new in ArmA2.... The bug that effects disappear, when you look not directly at them is very common in games. Its some kind of bad way to save performance. If you cant see the particle it wont be rendered, but if it is a very big particle you cant see the center and just a side of the particle, but the engine thinks its not on your screen anymore. Share this post Link to post Share on other sites
Tajin 349 Posted July 15, 2009 3D Objects with Spaceobject is not new in ArmA2....The bug that effects disappear, when you look not directly at them is very common in games. Its some kind of bad way to save performance. If you cant see the particle it wont be rendered, but if it is a very big particle you cant see the center and just a side of the particle, but the engine thinks its not on your screen anymore. Never said SpaceObject is new ;) Well I'm not saying that particles disappear because they're out of the screen. What I'm saying is, that they change their world-position based on your viewing-angle. The particle actually MOVES under the ground if I look up, which is what makes it disappear. That particle-visibility is rendered based on the center of the particle is not new. I can acutally have an particle floating a few centimeters over the ground and when I look up it magically moves down. On the opposite if I look down, it floats higher. Share this post Link to post Share on other sites
Junker 0 Posted July 15, 2009 what im more interested in is the path names :- "\Ca\Data\ParticleEffects\Universal\Universal" and a reference like the arma one :- [["\Ca\Data\ParticleEffects\Universal\Universal", [color="Red"]16, 7, 48[/color]] everything else i know about :) Share this post Link to post Share on other sites
Tajin 349 Posted July 15, 2009 (edited) You know you can easily look this up a) in the config b) in the "universal" billboard, by converting it Also there is some other interesting stuff in the ParticleEffects-folder. Like some basic shapes that can be useful for certain particle effects. I'd post some, but I have no ArmA here right now. Edited July 15, 2009 by Tajin Share this post Link to post Share on other sites
Junker 0 Posted July 15, 2009 reason i wanna know is because i was working on a sci fi type mission in arma and maybe convert it into arma 2 if i can :) small video Share this post Link to post Share on other sites
-FSG-Rodders 0 Posted January 9, 2010 Aside from the "universal" - thing, particles are still pretty much the same as before.Using "SpaceObject" instead of "Billboard" is interesting, as it allows you to use 3dmodels as particles. Problem is, the orientation seems to be set randomly, I've not found a way to rotate the particle yet. (does anyone know more about this ?) Also, I've noticed an strange bug with Particles, especially if you use big particles.: Depending on your direction of view (up/down), the particles will shift. That for examples leads to the effect that the fog I've created with particles dissappears in the ground when I look upwards. Very strange, I wonder if there's a fix for this. Anything else you need to know about particles ? yes!! i'm a total newcomer to particle effects, i just want to know how to make a downed chopper have thick black smoke coming from it.. as for a mission i need the players to use the smoke as reference i tried this: http://community.bistudio.com/wiki/ParticleTemplates but its for Arma1 and the reference to were the effect is is wrong i soo need help lol Share this post Link to post Share on other sites
-=Firewall=- 10 Posted January 9, 2010 (edited) Hi, I need help about particles, too. I managed to get the particles to work. Now I have 2 questions: 1) Is it possible to set a glow effect for the particles so that they glow at night? 2) I want to create a particle which flies from one position directly to another position without being influenced by something. @[ODA]Sgt.Rodders put the code into a scriptfile and execute it : [obj] exec "skript.sqs" obj is a object for the smoke origin _OBJ = _this select 0 _PS = "#particlesource" createVehicleLocal getpos _OBJ; _PS setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 3, [0, 0, 0.5], [0, 0, 10], 0, 25, 1, 0, [1,30],[[0.1,0,0,0],[0.3,0,0,0.3]], [0.5,0.5,0], 1, 1, "", "", center]; _PS setDropInterval 0.05; Now try this tutorial to get information about what the params mean. Try to adjust them and it should smoke over you heli. http://www.ofpec.com/ed_depot/index.php?action=details&id=38&page=0&cat=xyz Edited January 9, 2010 by -=Firewall=- Share this post Link to post Share on other sites
-FSG-Rodders 0 Posted January 9, 2010 Hi,I need help about particles, too. I managed to get the particles to work. Now I have 2 questions: 1) Is it possible to set a glow effect for the particles so that they glow at night? 2) I want to create a particle which flies from one position directly to another position without being influenced by something. @[ODA]Sgt.Rodders put the code into a scriptfile and execute it : [obj] exec "skript.sqs" obj is a object for the smoke origin _OBJ = _this select 0 _PS = "#particlesource" createVehicleLocal getpos _OBJ; _PS setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 3, [0, 0, 0.5], [0, 0, 10], 0, 25, 1, 0, [1,30],[[0.1,0,0,0],[0.3,0,0,0.3]], [0.5,0.5,0], 1, 1, "", "", center]; _PS setDropInterval 0.05; Now try this tutorial to get information about what the params mean. Try to adjust them and it should smoke over you heli. http://www.ofpec.com/ed_depot/index.php?action=details&id=38&page=0&cat=xyz muchio graciass :D Share this post Link to post Share on other sites
-FSG-Rodders 0 Posted January 9, 2010 Hi,@[ODA]Sgt.Rodders put the code into a scriptfile and execute it : [obj] exec "skript.sqs" obj is a object for the smoke origin _OBJ = _this select 0 _PS = "#particlesource" createVehicleLocal getpos _OBJ; _PS setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 3, [0, 0, 0.5], [0, 0, 10], 0, 25, 1, 0, [1,30],[[0.1,0,0,0],[0.3,0,0,0.3]], [0.5,0.5,0], 1, 1, "", "", center]; _PS setDropInterval 0.05; Now try this tutorial to get information about what the params mean. Try to adjust them and it should smoke over you heli. http://www.ofpec.com/ed_depot/index.php?action=details&id=38&page=0&cat=xyz i put this in my init.sqf _OBJ = GameLogicOne; _PS = "#particlesource" createVehicleLocal getpos _OBJ; _PS setDropInterval 0.05;_ps setParticleCircle [0, [0, 0, 0]]; _ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 3, 1], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [[0.5, 0.5, 0.5, 0.15], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]], [0.125], 1, 0, "", "", _OBJ]; _ps setDropInterval 0.05; And placed a game logic called GameLogicOne over downed helo it works great helo is smoking but the colour is all wrong, i dont know whichparts to change for colour?? Share this post Link to post Share on other sites
-=Firewall=- 10 Posted January 10, 2010 ;) You could find this information in the tutorial I mentioned. Here is a short abridgement form this tutorial: http://www.ofpec.com/ed_depot/index.php?action=details&id=38&page=0&cat=xyz Drop [shapeName, AnimationName, Type, TimerPeriod, LifeTime, Position, MoveVelocity, RotationVelocity, Weight, Volume, Rubbing, Size, Color, AnimationPhase, RandomDirectionPeriod, RandomDirectionIntensity, OnTimer, BeforeDestroy, Object] The Color is number 13 of the params: [[0.1,0,0,0],[0.3,0,0,0.3]] First part is the (starting?) color, second part seems to be the color change of the particles. :) Share this post Link to post Share on other sites
-FSG-Rodders 0 Posted January 11, 2010 Can anyone plz find the right parmeters for smoke and post it up..im going crazy playing with the different numbers :banghead: Share this post Link to post Share on other sites
Opticalsnare 12 Posted January 11, 2010 (edited) _OBJ = GameLogicOne; _PS = "#particlesource" createVehicleLocal getpos _OBJ; _PS setDropInterval 0.05;_ps setParticleCircle [0, [0, 0, 0]]; _ps setParticleRandom [0, [0.25, 0.25, 0], [0.2, 0.2, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 8, 3, 1], "", "Billboard", 1, 8, [0, 0, 0], [0, 0, 1.5], 0, 10, 7.9, 0.066, [1, 3, 6], [font="Arial Black"][b][[0.5, 0.5, 0.5, 0.15], [0.75, 0.75, 0.75, 0.075], [1, 1, 1, 0]],[/b][/font] [0.125], 1, 0, "", "", _OBJ]; _ps setDropInterval 0.05; Ere ive highlighted the color params for you. 0.5, 0.5, 0.5, 0.15 = Red, Green, Blue & Alpha Channels. Put a - infront of the alpha so it looks like this -0.15 to give it a glow effect for whoever wanted to that. Edited January 11, 2010 by Opticalsnare Share this post Link to post Share on other sites
-FSG-Rodders 0 Posted January 11, 2010 Thank you but i could do with the whole thing doing for smoke? ive tried messing and just end up with a mess i dont know what i'm changing Share this post Link to post Share on other sites