No
2009/5/1 Biz b...@cs-dsf-clan.de
Hey there,
can the particle system of the orange box be somehow used in a mod which
was created with ep1-system?
Regards,
xs57
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Back to hardcoding then,
thanks for the info :)
Regards,
xs57
Olly wrote:
No
2009/5/1 Biz b...@cs-dsf-clan.de
Hey there,
can the particle system of the orange box be somehow used in a mod which
was created with ep1-system?
Regards,
xs57
Well, you could port the code over to the OB-engine. Get some
merging-software for that (Wikipedia has a neat list:
http://en.wikipedia.org/wiki/Comparison_of_file_comparison_tools ).
I doubt that you want to port the OB particles over to the Ep1-engine;
when porting to the OB-engine you also get
Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alexander Hirsch
Sent: May-01-09 6:30 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Particle System of Orange Box in EP1-Mod
Well, you could port the code over
-09 6:30 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Particle System of Orange Box in EP1-Mod
Well, you could port the code over to the OB-engine. Get some
merging-software for that (Wikipedia has a neat list:
http://en.wikipedia.org/wiki
Nothing an Orange Box particle system does can be queried or have any effect
on the gameplay. In other words, you can't see what individual particles
doing or have any callbacks into the game when they collide with one thing
or another. You need to write code that estimates what the particles are
I figured as much, thanks.
Rich
Jorge Rodriguez wrote:
Nothing an Orange Box particle system does can be queried or have any effect
on the gameplay. In other words, you can't see what individual particles
doing or have any callbacks into the game when they collide with one thing
or another.
Imo that is rather lame. Sure it might be expensive, but being able to loop
an array of particle elements to see if they are touching anything seems
like a logical feature.
On Mon, Jan 19, 2009 at 8:20 AM, Jorge Rodriguez bs.v...@gmail.com wrote:
Nothing an Orange Box particle system does can
you have no idea how expensive cpu and network that would be do you?
On Tue, Jan 20, 2009 at 12:19 AM, Ryan Sheffer darksk...@gmail.com wrote:
Imo that is rather lame. Sure it might be expensive, but being able to loop
an array of particle elements to see if they are touching anything seems
...@list.valvesoftware.com] On Behalf Of Ryan Sheffer
Sent: January-20-09 1:20 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Particle system collisions
Imo that is rather lame. Sure it might be expensive, but being able to loop
an array of particle elements to see
Why don't you use trace_hulls to detect if the flames are hitting
something. You could periodically fire off a raytrace every X seconds to
mimic the flames movement.. This wouldn't be as accurate as detecting
each particle but I imagine it would work for a flamethrower. I'm
assuming the
Emitter Setup:
m_hEmitter = CSimpleEmitter::Create(FlameProjectile_Emitter);
m_hEmitter-SetSortOrigin(GetAbsOrigin());
m_hParticleMat = m_hEmitter-GetPMaterial(particle/particle_sphere);
Particle Creation code:
SimpleParticle *pParticle;
for ( int i = 0;
could you psot your code?
if you don't set the alpha values or sie values or color values it
might not render. also if alpha is 0 well obciously it won't render :P
I presonally have used the simple particle emitter and it worked for
me, and I'm deriving my own emitter from it.
On Tue, 18 Jan
PROTECTED]
Sent: Friday, June 28, 2002 5:20 AM
Subject: RE: [hlcoders] Particle System
Jim: yeah, that's what I said earlier. The benefit of using arrays lies
in the fact that they're sequential and initialized early, so no memory
allocation time. But as you so correctly pointed out, the problem
-
From: Florian Zschocke [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, June 28, 2002 10:33 AM
Subject: Re: [hlcoders] Particle System
| Tom schrieb:
|
| while on the subject of linked lists, why is it that all of the
tutorials
| (and my C++ book) never delete any of the memory they have
At least we came to some sort of consensus.
To Botman:
I just did not appreciate Scott's, I am too smart, I know I am right, I
don't have the time for this... attitude. Then again, I haven't really
talked to very many people this week either... :P
I think everybody has a bad day every once
In my OpenGL system I just have one linked list for all of my particle
entities. To render I simply go through the entire list. To add a particle
I simply dynamically allocate one add it to the end. For removing a
particle, I deallocate it and update the links of the one before and after
it.
-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Tom
Sent: Thursday, June 27, 2002 2:56 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Particle System
linked lists may be to slow for a particle engine
- Original Message -
From: Yacketta, Ronald [EMAIL
fast.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Tom
Sent: Thursday, June 27, 2002 2:56 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Particle System
linked lists may be to slow for a particle engine
As long as you make sure that you're careful about allocating memory,
you should be fine. My particle engine utilizes two lists per system,
one for particles to be displayed and one for trash particles to be
reused. Eventually what I might want to do is simply have an engine list
for the
PROTECTED]
Sent: Thursday, June 27, 2002 1:56 AM
Subject: Re: [hlcoders] Particle System
linked lists may be to slow for a particle engine
- Original Message -
From: Yacketta, Ronald [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 27, 2002 12:24 AM
Subject: RE: [hlcoders
]
Subject: Re: [hlcoders] Particle System
Linked lists are the best way I know of to do a particle engine.
You save processor time during allocation of new particles and even more
during deallocation. The ability to have virtually infinite particles is
also a plus.
- Original Message -
From: Tom
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Particle System
Linked lists are the best way I know of to do a particle engine.
You save processor time during allocation of new particles and even more
during deallocation. The ability to have virtually infinite particles is
also a plus.
- Original
Look Scott, if you don't have the time to enter this argument then simply
don't. That must of been the most arrogant comment I've heard this week.
There haven't been that many posts this week. :)
It didn't seem like an arrogant post to me, just somebody stating their
opinion. Don't get your
Message -
From: Miguel Aleman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 27, 2002 6:04 PM
Subject: Re: [hlcoders] Particle System
Look Scott, if you don't have the time to enter this argument then simply
don't. That must of been the most arrogant comment I've heard this week
others that are based
on linked lists run perfectly fine.
Persuter
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of Josh Coyne
Sent: Thursday, June 27, 2002 7:11 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Particle System
well he does
[EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 27, 2002 7:20 PM
Subject: RE: [hlcoders] Particle System
Yeah, it boils down to whether it runs fast enough for your application.
Static memory allocation is going to be somewhat quicker, but I just
CAN'T see the justification
simple and it works extremely well. Don't see how an array could be better
unless you are very sloppy with memory.
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 27, 2002 7:37 AM
Subject: RE: [hlcoders] Particle System
People keep
- Original Message -
From: Miguel Aleman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 27, 2002 11:04 PM
Subject: Re: [hlcoders] Particle System
Look Scott, if you don't have the time to enter this argument then simply
don't. That must of been the most arrogant comment
: Thursday, June 27, 2002 8:55 PM
Subject: Re: [hlcoders] Particle System
- Original Message -
From: Miguel Aleman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 27, 2002 11:04 PM
Subject: Re: [hlcoders] Particle System
Look Scott, if you don't have the time to enter
PROTECTED]
Subject: Re: [hlcoders] Particle System
Iain, I'm not sure how you interpreted Scott's comment. If he mean
what
you
said he could have said something such as Sorry I cannot be more
detailed,
but I'm too busy to debate... or I'm short on time, but in a
nutshell my
opinion is However
LOL, just making sure I got my point across. :-)
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 27, 2002 10:15 PM
Subject: RE: [hlcoders] Particle System
EXACTLY. So quit dissing Percy's poor particle system and answer his
OTHER
Sure, having the ability to create a *variable* number of particles is a
plus by using a linked list over an array. Why have 20,000 dormant
classes/structures taking up memory when you don't have to? How about
allocating new particles? Are you supposed to scan through the entire
array
each
of 2000 elements might suffice - all without the CPU
overhead of doing list operations.
david
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Jim Hunter
Sent: Thursday, June 27, 2002 10:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Particle System
Why don't you use Client-side tracelines ?
I use them for my TriApi rain and it works well.
I do one and get the end position of each poly. Then I make them go down
until they reach the en position.
And, it's worth asking :) why do I get a Trace backup 0.0 message at the
console sometimes ? It's
Why don't you use Client-side tracelines ?
I use them for my TriApi rain and it works well.
I do one and get the end position of each poly. Then I make them go down
until they reach the en position.
And, it's worth asking :) why do I get a Trace backup 0.0 message at the
console sometimes
: [hlcoders] Particle System
| And, is there a tip to get around this ?
|
| To get around what? The message saying backup past 0???
|
| No. This message is generated internally in the engine. If you don't
want to
| see this message then turn developer mode off (developer 0).
|
| Jeffrey botman Broome
OK, thx... And, finally... I didn't really understood what you said before.
I quote from your previous message :
It keeps backing up from the end point until it hits non-solid space. Like
the comment says, it shouldn't really happen, but it does occasionally.
What shouldn't really happen
: Wednesday, June 26, 2002 6:12 PM
Subject: Re: [hlcoders] Particle System
| OK, thx... And, finally... I didn't really understood
what you said
before.
| I quote from your previous message :
| It keeps backing up from the end point until it hits
non-solid space.
Like
| the comment says
Ron: what exactly is your question? The particle system recently
discussed, I believe, was mine, which is available for any mod that
wants it. It is currently being used in Quest, Hostile Intent, and
something by C4 Software.
Persuter
-Original Message-
From: [EMAIL PROTECTED]
PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Persuter
Sent: Wednesday, June 26, 2002 5:35 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Particle System
Ron: what exactly is your question? The particle system recently
discussed, I believe, was mine, which is available for any mod that
wants
, June 26, 2002 7:20 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Particle System
Check out NeHe on gamedev.net (www.gamedev.net/nehe) for a particle
system tutorial. Its in OpenGL, but its easy to change to TriAPI. Get
comfortable with it and then you can write your own.
- Original Message
the url is now http://nehe.gamedev.net because gamedev changed their hosting
layout.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Miguel Aleman
Sent: Wednesday, June 26, 2002 7:20 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Particle System
PROTECTED]] On Behalf Of Yacketta,
Ronald
Sent: Wednesday, June 26, 2002 7:25 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Particle System
I am writing my own :)
Just looking to peek at others work to see how things were/are done and
for some ideas. Mine is using STL vice a stock home grown linked
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