Josh Posted October 1, 2014 Posted October 1, 2014 Has anyone done some nice realistic explosions with particle emitters? I'm looking for an animated texture or emitter effect for our grenades. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
macklebee Posted October 1, 2014 Posted October 1, 2014 sprite sheet texture used with emitter prefab: probably could be spruced up with some trailers shooting out at random directions... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
ChrisV Posted October 2, 2014 Posted October 2, 2014 Yes, i have. I've created dozens of cool particle FX, using animated spritesheets (fire, explosions, weather FX, impact FX, liquids, and much more...). I'll create a few and send them to you. ;-) Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3
gamecreator Posted October 2, 2014 Posted October 2, 2014 This would definitely be handy to have in the Steam workshop and also publicly available. Like skyboxes, explosions large and small are used in almost every game. Bonus points if you can change the color for other looks and effects (like acid blasts, spells, etc.) 1 Quote
ChrisV Posted October 2, 2014 Posted October 2, 2014 This would definitely be handy to have in the Steam workshop and also publicly available. Like skyboxes, explosions large and small are used in almost every game. Bonus points if you can change the color for other looks and effects (like acid blasts, spells, etc.) Yep, i totally agree. Maybe i should spend a couple of weeks creating some art for LE, instead of working on our projects. Nah...the projects must also continue, but i'll do a bit of both...art creation for LE, and working on the projects. 5 Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3
Josh Posted October 2, 2014 Author Posted October 2, 2014 I don't know if the grenade will actually work. The animation includes the grenade being thrown, which makes it not very useful right now... Quote My job is to make tools you love, with the features you want, and performance you can't live without.
BES Posted October 2, 2014 Posted October 2, 2014 Make it a nade launcher instead for now :-) and ChrisV dont forget the shockwaves on the explosions..lol...thanks for offering to make some FX. 1 Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine
Guppy Posted October 2, 2014 Posted October 2, 2014 I don't know if the grenade will actually work. The animation includes the grenade being thrown, which makes it not very useful right now... You perfer it explode without being thrown? Outch Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k
Crazycarpet Posted October 2, 2014 Posted October 2, 2014 I don't know if the grenade will actually work. The animation includes the grenade being thrown, which makes it not very useful right now... I'm a bit confused, so how is the grenade supposed to work? You press the shoot key, your character does a throw animation and then it creates an entity for the grenade that's been thrown that eventually explodes or..? Yep, i totally agree. Maybe i should spend a couple of weeks creating some art for LE, instead of working on our projects. Nah...the projects must also continue, but i'll do a bit of both...art creation for LE, and working on the projects. Great to see people helping out within the community, looking forward to seeing some of your work. 1 Quote
Rick Posted October 2, 2014 Posted October 2, 2014 I get the impression what he means is the grenade model itself is thrown out into the world from the hand from the animation. That means it goes the same place every time. Normally at the point of where the grenade leaves the hand you'd want the grenade to disappear so that you can place your own grenade model so you can throw it in code to any distance you need independent of the animation. 2 Quote
cassius Posted October 2, 2014 Posted October 2, 2014 For what its worth theres a 4 second delay before grenades go off. I know cos I have thrown them during military service. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++
Josh Posted October 2, 2014 Author Posted October 2, 2014 For what its worth theres a 4 second delay before grenades go off. I know cos I have thrown them during military service. Hey, that's a pretty useful feature. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
ChrisV Posted October 3, 2014 Posted October 3, 2014 Made four different explosion spritesheets yesterday. Going to test them out now in LE and see if they need any adjustments and/or additionnal particle emitter(s) to enhance the effect. I'll also create some impact fx for bullets on different materials (glass, metal, wood, etc...). Will be fun to do. Bonus points if you can change the color for other looks and effects (like acid blasts, spells, etc.) I guess the most advanced way would be through a shader. Or, you could change the diffuse colour on the material to get other results. 1 Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3
shadmar Posted October 3, 2014 Posted October 3, 2014 You can playback a 6x6 spritesheet using a pure shader with uvmap, like this : //control float images=6; //6x6 spritesheet float speed=10000; float X=floor(images*(mod(currenttime/speed,1))); float Y=ceil(images*(mod(currenttime/(speed*images),1))); outcolor *= texture(texture0,vec2(ex_texcoords0.x/images+X/images,ex_texcoords0.y/images+Y/images)); Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
Josh Posted October 3, 2014 Author Posted October 3, 2014 There's a particle shader also that does a smooth blend between animation frames. I can't remember if Chris or I wrote it. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
shadmar Posted October 3, 2014 Posted October 3, 2014 Not for the faint gpu: https://www.shadertoy.com/view/XdfGz8 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
DerRidda Posted October 3, 2014 Posted October 3, 2014 Grenade explosions aren't actually all that spectacular, like most explosions actually. There's no fuel being burned in the air, these flamesplosions are Hollywood nonsense. Look at this: The only thing you really see is dirt being kicked up. Quote
ChrisV Posted October 3, 2014 Posted October 3, 2014 While working on some explosion particle fx for LE, it seems that there's an issue with saving animated spritesheets as a prefab. I can make a prefab out of a spritesheet, and when i place that prefab in the scene, it animates in the editor, but when i run the game, there's no animation, and i see the entire spritesheet displayed, instead of each single frame animated. I guess it has to do with the way LE handles/plays the emitter when using a spritesheet. I experienced the same when i was making effects for our game Hostile. Normal emitters (that don't use a spritesheet) get instanced in code and displayed using the 'Show()' command, but for spritesheets, you need to add the 'SetAnimationRows()' and 'SetAnimationColumns()' for them to animate. So, atm i can not make prefabs out of the fx. My idea was to mix animated spritesheets and emitters to create these explosion fx. For example, i want to add a horizontal blastwave effect using an emitter (no spritesheet), and also sparks or other cool effects, but adding an animated spritesheet to a prefab breaks the animation in game mode. I'll report this as a 'bug', though. Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3
macklebee Posted October 3, 2014 Posted October 3, 2014 hmmm weird - it works fine for me Edit- no, youre right. The created animated sprite sheet prefab works only if you break it and make it a non-prefab. 2 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.