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water particle effect

03-22-2004, 09:04 PM#1
stuffkikker
I don't know if this question was anwsered in a tutorial, but since they're down:
can anyone tell me how to make those water-particle effects of floating and swimming things? I am using the same blp as ships (that shoreparticleXY or something), and I turned on that xy-thingy causing the particle to remain flat, but instead of nice round waves emitting from a center, I just get straight waves going all directions... anyone?
03-23-2004, 03:53 AM#2
Ari
keep in mind that the actual names of the emitters ("shoreparticleXY") are purely arbitrary and have nothing to do with their function. If you want to see how an emitter works, you'd be best off going to that emitter itself in the model you want, and copying it exactly. Keep in mind that you also need the proper texture that was used in the original - make sure the textureID is matched.
03-23-2004, 09:59 AM#3
stuffkikker
Quote:
Originally Posted by Ari
keep in mind that the actual names of the emitters ("shoreparticleXY") are purely arbitrary and have nothing to do with their function. If you want to see how an emitter works, you'd be best off going to that emitter itself in the model you want, and copying it exactly. Keep in mind that you also need the proper texture that was used in the original - make sure the textureID is matched.

that shoreparticleXY is the texture, not the name of the emitter. I'm trying to create one of those emitters in 3dsmax, but I assume you're talking about copying the emitter date from a mdl file; I might try that instead... looking at it right now, I see that there's quite some info there.. could have thought of that before of course, since it might just help me out recreating such emitter in 3dsmax.
Let's find out.
Thnx :D
03-23-2004, 11:08 AM#4
stuffkikker
But without succes... I even tried copying exactle the emitter from a ship,
but I keep getting the same results; a bunch of waves going all directions (including upwards that is) except where they should..
It looks like this:

[edit] Ah, and that's just great... here's what happens when you export a ship, convert it back and forth from mdl to mdx and reimport it... so far for particles.. :\
03-23-2004, 12:45 PM#5
Cookie
Let me dig up a old file. I once did it perfectly for Rightfields Chaos ship

technically it should be fine if you turned on the x/y quad so that they will face flat. Just alter the degrees/angle they should be emitted. Some more info is needed, like how should the emitter be....well....emitted? etc etc
03-23-2004, 01:40 PM#6
stuffkikker
.. figured out what went wrong with the mdl-converting, but still, copying emitters exactly gives the same problems. Both through that way and creating an emitter in 3ds max, the closest I could get is what you see in the pic. (Well, I did somehow manage to get the emitters to behave correctly, but then with the picture inverted for some reason, but that file went corrupt for no obvious reason..) So yes, please dig up that old file. My bird wants to swim.

[edit] about further info; the emitter is just to behave like normal water-emitters; splashes circling outwards. Both critter-style, like the penguin and swimming sheep, for the bird; and ship style, for an amphibious transport I intent to give my hobgoblins. I just can't get that outward circling thing to work.
03-23-2004, 03:23 PM#7
RightField
You're using the wrong texture. The texture used for boats is WaterWake3.blp which can be found in war3x.mpq. Also here's an example on the particle seen from mdl (i took this one from my catamaran model in TToR):

ParticleEmitter2 "BlizParticle01" {
ObjectId 6,
Unshaded,
Unfogged,
XYQuad,
static Speed 40,
static Variation 0.01,
static Latitude 0.1,
static Gravity 0,
LifeSpan 1.5,
EmissionRate 13 {
DontInterp,
0: 15,
3333: 15,
3667: 15,
4333: 15,
4667: 15,
5333: 15,
6000: 15,
6667: 15,
7333: 15,
7967: 15,
8000: 15,
9300: 15,
10000: 0,
}
static Width 150,
static Length 300,
Additive,
Rows 1,
Columns 1,
Head,
TailLength 1,
Time 0.5,
SegmentColor {
Color { 1, 1, 1 },
Color { 1, 1, 1 },
Color { 1, 1, 1 },
},
Alpha {114, 67, 0},
ParticleScaling {32.3, 88.4, 130.6},
LifeSpanUVAnim {0, 0, 1},
DecayUVAnim {0, 0, 1},
TailUVAnim {0, 0, 1},
TailDecayUVAnim {0, 0, 1},
TextureID 2,
}
03-23-2004, 03:45 PM#8
stuffkikker
Quote:
Originally Posted by RightField
You're using the wrong texture. The texture used for boats is WaterWake3.blp which can be found in war3x.mpq.

Whatthe...? You're right, man, how stupid... I've used the old juggernaught-model as an example, which contains all kinds of bad info... looking at a mdl extracted from the war3x.mpg, I see that they do use WaterWake3 indeed! That solves all my problems! Thanks a million man, you're a life-saver!
:D :D

Now, my bird will be WATERBORNE! Yeah. Rest of the stats won't be a problem, got the whole particle thing down by now.

... to imagine, I've been working on this thing all morning... even got the waves to emit in an almost circle-like fashion... and there where circle-style waves out there all along, right under my friggin nose!.. man...
You just saved me sleepless nights,
Thx!
03-24-2004, 01:59 AM#9
stuffkikker
njee-ha ha!
03-24-2004, 10:14 AM#10
Cookie
Lol! Cute! Never seen ducks...they gonna shoot lasers? =P
Btw: those previous particles of yours were used in big things , like large boats/structures
03-24-2004, 06:03 PM#11
stuffkikker
Quote:
Originally Posted by Cookie
Lol! Cute! Never seen ducks...they gonna shoot lasers? =P
Btw: those previous particles of yours were used in big things , like large boats/structures

Never seen ducks? (Well, they're not ducks actually).
And lasers would not be a bad idea.. but I think I'll just leave them wandering and swimming around ol' critterstile. I figured, since I'm making a whole new race, I might as well throw in some extra's like a new critter to go with it. Hence the duck. Has yet more animations than any of my other models (has like 7 stand anims on the dry, and 5 or 6 when in water. don't remember the exact, has been a day already so..)
... ah, the bliss of modelling.. Next stop, a hobgoblin farm.
03-25-2004, 02:42 AM#12
Count_Carigon
thats really cool man... im trying to learn to model, and have no idea what half the ppl are talking about, but i can still appreciate what i see, and that is good