Ambiera ForumDiscussions, Help and Support. |
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Did anyone create some great example particle systems ? for water fire bullets fired raining / snowing distribution of assets / loot so many parameters |
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last year, I did work on a system of particle effects I was going to make into prefabs that could be loaded into any CC scene. The problem was, they would have to be modified to fit the scene you wanted to use them in... and that just seemed like more work than most people would want to do... so I dropped the idea. here is the last version of the "viewer" I was working on. It was not completed ( the camera effects section was not finished) but most of the effects do work.... http://www.mediafire.com/file/a6... just unzip and run the .exe file inside the folder. And if anyone is interested in this project - let me know and maybe I will finish it... thanks |
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here is a great program (free - open source) for creating particle effects... check it out https://effekseer.github.io/inde... click on "english" to download |
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one more thing.... using ccbSetSceneNodeProperty(Name, "MaxParticles"); and all the other attributes of the built in particle system - you should be able to make a user interface for a particle editor... A simple, complete particle editor for CC would be cool! |
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after more than a dozen downloads - there are no comments so I assume there is no interest in this project (I really didn't think there would be). SO i will put it back into storage... and as always - my thanks to everyone who took the time to have a look. I've got to say, I really liked the dancing monkey - it gave me a chuckle adding it.... it does seem a shame there is no documentation on the CC page about how to use and adjust the particle system, it really is a good particle maker built into CC. you will just have to play around with all the different attributes (and add textures) to create the particle you want. but in the end, I think it really is worth the effect. anyway, good luck on all your game making efforts! |
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Nice work to preview some decent CC effects. Any chance we can have a look at either the ccb file or how you setup some of the effects like snow etc ? |
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@count2rfeitt Somehow I missed this post. Downloaded the exe emo file a few minutes ago. And that monkey dance was really good and contains lots of good particles. you should repost this into Anouncements and showcase section. don't know about those dozens of people who have downloaded it why didn't they commented back. I know it really demotivates when you have put a lot of effort into something and when you show that to the community and it gets unnoticed i know how it feels. but you should never post your stuff into someone else threads, most of the time it will go unnoticed. since the version 6 forum is flooded with so many new posts that it is sometimes hard to get through all of them. So a great project and demo just like yours might go unnoticed. I believe many of the community members might haven't seen this yet. so you should repost the demo in the showcase section in your own thread. Now for the project it is really good one can easily understand how many sound effects and cool funny effects has been added to the monkey. and you have so many overlays with on click event and then to each overlay you have used hide or unhide scene node and then do something later and then again hide or unhide. and a lot of scripting has been done for the effects like bloom and all you have created a volume bar as well. I know how much time consuming this process is. So many options in one single file. This demo really needs appreciation. @Robo i do like your work as well and your patience you are working on Saturn 7 since a long time giving that much time to a project really requires a good patience and then also posting to the forums and answering to questions of the community members. Doing videos also. You motivate me so much. Its people like you both , @Eric, @Jaiimezegpi and some other fellow members who makes this forum alive. Otherwise the forum would have been dead a long ago. Thanks a lot for sharing your experiences and stuff with this little community. |
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@robo... here is a .ccb file that shows the particle system settings I generally use to add some snow fall into my scenes... http://www.mediafire.com/file/7x... I did make it into a prefab so I can easily drop it into any scene and then adjust it to fit.... thanks |
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I am still evaluating CC, whether I can use it as my main WegGL framework and before I know whether the vital features are working, I even don't think about particle fx, as they usually don't cause unsurmountable hurdles. I do however highly appreciate contributions like these, also as future options. We're living in crazy times, and should I become rarely seen around here, then most likely because I lose web access. At least CC works offline :) |
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wrote: @robo... here is a .ccb file that shows the particle system settings I generally use to add some snow fall into my scenes... http://www.mediafire.com/file/7x... I did make it into a prefab so I can easily drop it into any scene and then adjust it to fit.... thanks Thanks 'countrfeit' for that. I'm always trying to improve my particle effects when I see someone better than what I have currently. A couple of those settings tweaked can make a big difference in how it works and looks. And thanks 'just_in_case' for your comments - always appreciated. I have like half a dozen cool effects atm and might do another video of them one day...I have a very nice dusty wind effect also.. |
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"We're living in crazy times, and should I become rarely seen around here, then most likely because I lose web access. At least CC works offline :) " Dear CSP-games (Dieter), thank you very much for your forum and community contributions so far. Coppercube's built-in 3rd person player behaviors are far from perfect, especially when it comes to camera & player mouse rotation. As you seem very experienced & skilled with game mechanics programming, you could eventually create a better 3rd person player movement & camera controller behavior for Coppercube which should work more the standard way like lots of pc games do (e.g. like in this unity example: http://www.letterskingdom.com/newdemo/) I think such an improved feature would be highly appreciated within the CC comunity. You could sell it on itch.io and I would surely pay you some money for a working result to support you back with your financial situation (assuming financial reasons regarding your web access issue). Best regards |
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@DouweDabble - when I posted to your thread, I was only trying to show you some ideas about the particle effects you were asking about... I certainly did not intend your thread to be "hijacked" as it has become. So I apologize for that.. and if you need help with a particular effect, please let us know, I am sure there are several here (myself included) that will try to help you... thanks and again... sorry if I kind of took your thread away from your original question. |
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Hadoken, thank you, very kind of you. You can always make such a camera better. Not sure whether I can compete with unity stuff. But it would be fairly easy to write one that has the basic features required, that is: camera won't get stuck, and follows smoothly. In fact, The camera extension I made has to be modified only slightly to make it a TPP cam. RIght now the camera target is positioned around the camera, based on mouselook. by simply positioning the target at the player position instead, it becomes TPP. Now the supposed position of the camera can be calculated, assuming player coords px,py,pz and player Yaw angle (which direction he faces, north, west, south, in degrees) be pa: camx=px+ sin(pa)*dist camz=pz+cos(pa)*dist camy=(py+ (mouseY-halfCanvasHeight)) 7 10.0; will keep the cam in a distance, and height based on mouseY. if the angle to the player is wrong, add degrees to pa, like: camx=px+ sin(pa+90)*dist camz=pz+cos(pa+90)*dist or add a variable and rotate the cam around the player if you like. The motion of the cam should be smoothed, but that is already implemented in my fps extension. Finally a linepick is performed from the player to the camera, and if it hits a wall, the camera is positioned at the impact position (-0.1 or so), so it will not get behind walls. Collision off, so it never get stuck. that's about it, I would like some of you guys to implement it, but if time permits I will see what I can do, but not for money, this isn't big enough to start a business, but thanks for the offer. |
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uh, forgot to mention, using JS sin and cos functions Math.sin() and Math.cos() requires to use the 0 tp (Pi*2) angles system, not the common 0 to 360 degrees. So you wrap the function, like: function mycos(a) { return Math.cos(a/57.29577951); // note: 57.29577951 is 360/(2*Pi) } allowing to work with angles 0 to 360. |
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BTW, Hadoken, an other problem that I am currently having is this: I wanted CC keys to work on itch.io, badly. I ended up having the keyboard event handler removed from the fps behavior extension, inserted in the html page in order to successfully override the cc built in one (that seemingly doesn't work on itch io). I also had to add some serious focus loss fighting. So right now when I "publish" in CC, I then have to overwrite the html file with my modded version, reload in browser and only then the keys work. This might be a bit complicated for a release version. I could write an extension that works like normal, just not on itch.io, that would be simpler to use. It is clearly itch.io's fault, but they are a big platform, offering free hosting etc. So I'm not sure which route I should take. |
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