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Re: New Particle Studio
Posted: Tue Jan 25, 2011 11:49 pm
by DaEngineer
Exactly, I used q3mme. The tutorials on the q3mme page are well done, but it will take a bit of practice and the will to find out things by yourself to let q3mme do what you want. The additional special effects that can be tweaked have not been of any use for me so far, as I only created fly-throughs for my maps, so I don't know how to use them.
Here's the save data of the steam for LFFD
steam.zip
To see the smoke in Particle Studio, you have to open your pk0.pk3 and look for gfx/misc/smokepuff2b.tga. Create a new folder called "gfx" in your textures folder and copy the tga to it. I know, that's not the same directory structure as in the pk3, but I have this tga placed there and the path in the Particle Studio file points to it.
Re: New Particle Studio
Posted: Tue Jan 25, 2011 11:58 pm
by neoplan
check out trickographie 2. very good use of q3mme (notice the impact-effect):
http://www.youtube.com/watch?v=P2spm16AfhQ
Re: New Particle Studio
Posted: Sun May 22, 2011 12:30 pm
by $NulL
If anyone's interested I've pushed the sources onto github:
https://github.com/FS-NulL
I don't really have any intent to continue this any further, I just did this as an exercise in learning git; but if anyone else wants to add anything go right ahead.
Have fun!
Re: New Particle Studio
Posted: Sun May 22, 2011 2:08 pm
by obsidian
Hey $NulL, is the link above still the latest binary?
Re: New Particle Studio
Posted: Sun May 22, 2011 3:37 pm
by $NulL
Yes, I don't think I've made any changes since my past post.
Re: New Particle Studio
Posted: Thu Jun 02, 2011 9:09 pm
by $NulL
Ok not quite done.
It appears not sleeping has turned me into a blatant liar, I've added a couple of new features. Firstly for building waterfalls, you can now make the top of the waterfall emit from the emitter quad by setting the zBase slider in Dynamics 1 to -1. This will shift the whole shader down by 100%, so the top of the waterfall is located at the emitter and not some point high above the emitter. This was originally causing problems as people had to bury the emitter deep within their brush work, to get their waterfalls in the correct location.
Secondly I've added arbitrary rotation controls for the whole system in the systems tab, so you can spin your systems into any orientation you like.
You should still be able to load in previous individual particle systems using the load button, but the multi-system settings file has changed format too much for you to be able to import older multi-system files. Sorry.
Downloads, source and first post updated, have fun.
Re: New Particle Studio
Posted: Sun Aug 28, 2011 7:31 am
by EmeraldTiger
I know it`s a big bad bump, but I was interested in trying it and had a questions which I didn`t want to post in a separate thread, to keep things clean. Does this only support mapping particles on models, or does it support shaders too?
Re: New Particle Studio
Posted: Sun Aug 28, 2011 7:43 am
by Theftbot
I think it generates the needed ase file(model).
Re: New Particle Studio
Posted: Sun Aug 28, 2011 11:15 pm
by obsidian
It just spits out a shader. It's a piece of cake to make a simple quad ASE model with a pointer to the generated shader - you could probably even hex-edit one in a pinch.
Re: New Particle Studio
Posted: Tue Jan 26, 2016 4:42 pm
by Dangel
Sorry for the extreme necro but the download link is down and I cant seem to find any other way of creating a nice waterfall. Can anybody help?
Re: New Particle Studio
Posted: Wed Jan 27, 2016 5:36 am
by obsidian
Re: New Particle Studio
Posted: Wed Jan 27, 2016 9:41 am
by Dangel
Thank you
