Development Blog Update - Effect Editor Part 1

MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
Please post comments on the topic Development Blog Update - Effect Editor Part 1 here
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  • obsidobsid Join Date: 2003-09-16 Member: 20909Members
    edited April 2009
    Nice, looks like you got the minimum to do animations. If I might ask why you decided not to just import animations from some other established tool like 3ds max? Also why did you decide to have a separate program for this rather then integrated into one of the others?

    Oh and can you very the easing function of the animation?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    This isn't an animation tool despite sharing some similar features, it's more of an uber-next-gen NS particle editor. Most games/engines tend to have their own proprietary effects/particle systems and editors.

    Mesh animations will still be done in a tool like Max.
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    Awesome stuff. I've never had much luck with particle editors in the past, but just from this blog I'm pumped to fiddle with em.
  • InfamaniousInfamanious Join Date: 2006-11-04 Member: 58374Members
    you are very talented, keep up the good work
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    Max you are amazing
  • perfectheatperfectheat Join Date: 2007-06-28 Member: 61405Members
    Thanks for another great post.

    I also would like to know why it's normal to keep the effect editor as a separate tool rather inside the level editor? How does the effects link up with the level editor? File? Placeholder?

    Haven't used many effect packages. Used stand alone version of Realflow together with 3Ds Max for some time. It's quite heavy and hard to use so can't think of any features I would like to see in your editor. Afterburner plugin with Max is easy to use. The particle system in Unity 3D is very easy. A lot of people like Unity's UI so maybe worth a quick look. Just download the free trial. Might be to simple though.

    I guess you are implementing the possibility to add noise to the movement of the emitter. So you can make smoke coming out of pipes with a bit of random direction and so on... Another feature would to be able to attach emitters to objects and then move the object on the timeline.

    Will you have exploding objects, barrels etc, in NS2? I enjoyed the gas canisters in HL2.

    Keep up the good work.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    I notice that your particle editor allows for 20% more animation! (60/50 frames on the slider)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited April 2009
    As long as it work better than the NS1 editor I will be happy. i'm not seeing any parameters for particle texture, size, colour or alpha transparency there yet, i'm sure those will come when it actually starts producing particles. Any chance of being able to add some pseudo random jitter to the system (so it doesn't play exactly the same each time)? Something like the jitter settings on Paintshop pro's brush settings (I can provide a vid if needed).
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Argh ick quicktime!

    How exactly will these effects be instantiated in the game? Are they strictly added only at map creation time or can they be created by calling something from a LUA script?

    --Scythe--
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Wow Max, really good job on this one. The most favorite feature I must say is the History panel, and you have that in all your dev applications? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • badtripbadtrip Join Date: 2008-07-24 Member: 64689Members
    Now we are talking! I've never been able to use effect editor in the past specially because they were not key frame based. If look at valve's one for example, it uses kind of a key frame system but time based so you need to enter the specific time and every thing, it's just not good. In your case though doing it like 3d packages have always done it, is just perfect. Just watching the demo videos made me realize how much easy it would be for me...Finally an effect editor I would be able to use!
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    <3 technical posts. As I'm trying to pimp my programming 'skills' after doing a degree in physics (oops) this stuff is really inspirational, keep up the great work Max!

    That said...

    <!--quoteo(post=1704344:date=Apr 7 2009, 07:06 AM:name=Scythe)--><div class='quotetop'>QUOTE(Scythe @ Apr 7 2009, 07:06 AM) <a href="index.php?act=findpost&pid=1704344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Argh ick quicktime!<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree.
  • ArghArgh Join Date: 2004-09-07 Member: 31508Members
    Thirded. It's not obvious to me if it's possible to install Quicktime without iTunes any more and I'm probably one of the few that has no interest in getting an iPod, so don't want to install it.

    Mediaplayer Classic will play Quicktime videos though, if anyone is interested.
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    Love the new frequency of blog posts. Very very nice <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
  • DeathbobDeathbob Join Date: 2003-10-10 Member: 21574Members
    I would recommend playing with a demo of Lightwave3D and looking at how they overlay related graphs (X,Y,Z) in different color so you can manipulate them without switching what axis your dealing with.
  • Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
    That's intense, I don't know how you manage a 5 day schedule for a tool like that. Kudos!
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    Turnaround time is impressive.
    Especially since you did a good job of gathering planning/design data.

    keep up the good work guys.
    and I will keep watching.

    -kingmob
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1704336:date=Apr 6 2009, 06:57 PM:name=perfectheat)--><div class='quotetop'>QUOTE(perfectheat @ Apr 6 2009, 06:57 PM) <a href="index.php?act=findpost&pid=1704336"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also would like to know why it's normal to keep the effect editor as a separate tool rather inside the level editor? How does the effects link up with the level editor? File? Placeholder?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I hope to integrate the particle system editor into the level editor, although it will also be stand alone tool (for creating things like sparks, muzzle flash, etc.)

    <!--quoteo(post=1704337:date=Apr 6 2009, 07:04 PM:name=Psyke)--><div class='quotetop'>QUOTE(Psyke @ Apr 6 2009, 07:04 PM) <a href="index.php?act=findpost&pid=1704337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I notice that your particle editor allows for 20% more animation! (60/50 frames on the slider)<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's actually intentional. When you play an animation, particles might still be going after the maximum key frame. Once you see it with the particles in there it will make more sense. I've got some basic particles in now and it looks really neat.

    <!--quoteo(post=1704344:date=Apr 6 2009, 11:06 PM:name=Scythe)--><div class='quotetop'>QUOTE(Scythe @ Apr 6 2009, 11:06 PM) <a href="index.php?act=findpost&pid=1704344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How exactly will these effects be instantiated in the game? Are they strictly added only at map creation time or can they be created by calling something from a LUA script?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Both. We've had the hooks in place for creating effects from code and propagating them across the network for about a year now, we've just never had the actual effects (everything just looks an orange sphere in game now).

    <!--quoteo(post=1704346:date=Apr 7 2009, 01:06 AM:name=CoolCookieCooks)--><div class='quotetop'>QUOTE(CoolCookieCooks @ Apr 7 2009, 01:06 AM) <a href="index.php?act=findpost&pid=1704346"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow Max, really good job on this one. The most favorite feature I must say is the History panel, and you have that in all your dev applications? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes that's part of our undo system that's shared by everything. It works just like in Photoshop.

    <!--quoteo(post=1704363:date=Apr 7 2009, 08:05 AM:name=Deathbob)--><div class='quotetop'>QUOTE(Deathbob @ Apr 7 2009, 08:05 AM) <a href="index.php?act=findpost&pid=1704363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would recommend playing with a demo of Lightwave3D and looking at how they overlay related graphs (X,Y,Z) in different color so you can manipulate them without switching what axis your dealing with.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm going to do something like that, I just haven't gotten to it yet.
  • PhlashPhlash Join Date: 2008-02-18 Member: 63674Members, Constellation
    *applause*

    A 5 day development cycle on THAT?! Color me impressed. The engine library must be pretty damn robust at this point for you to be able to pump that thing out so quickly.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    It amazes me that you are able to accomplish so much given such little time. How long have you been in this field of work?
  • ItalianmagicItalianmagic Join Date: 2008-12-13 Member: 65755Members
    before Max even came out of the hyperbolic growth chamber in Charlie's Laboratory...
  • kickerkicker Join Date: 2007-09-22 Member: 62397Members, Constellation
    stop posting novels and finish the game !! xD
  • FTNPhoenixFTNPhoenix Join Date: 2008-10-31 Member: 65340Members
    <!--quoteo(post=1704456:date=Apr 8 2009, 09:35 PM:name=kicker)--><div class='quotetop'>QUOTE(kicker @ Apr 8 2009, 09:35 PM) <a href="index.php?act=findpost&pid=1704456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->stop posting novels and finish the game !! xD<!--QuoteEnd--></div><!--QuoteEEnd-->

    Plz don't listen to him. Post all the novels about the development that you want. I LOOOVE them. I think that with your ability, the fan base already built and the game concept that you guys are going to make a TON of money and hopefully make many more projects, and I'm excited and honored to be here at ground zero and to get so much insight into how your engine and tools were put together and what the thinking was behind each feature.

    I love it! I can't wait to pay for this game. You guys have earned it <3<3<3<3
  • Nima_Nima_ Join Date: 2007-08-30 Member: 62083Members
    <!--quoteo(post=1704456:date=Apr 9 2009, 08:35 AM:name=kicker)--><div class='quotetop'>QUOTE(kicker @ Apr 9 2009, 08:35 AM) <a href="index.php?act=findpost&pid=1704456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->stop posting novels and finish the game !! xD<!--QuoteEnd--></div><!--QuoteEEnd-->

    Shh..

    I am loving the more frequent updates! The effects editor looks really amazing <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> I'm glad that your taking features and similar layouts from popular tools and using them.. No more explaining to artists how everything works, or at least less explaining <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Keep the updates coming guys!
  • PhaetonPhaeton Join Date: 2008-05-03 Member: 64203Members
    <!--quoteo(post=1704357:date=Apr 7 2009, 01:23 PM:name=Argh)--><div class='quotetop'>QUOTE(Argh @ Apr 7 2009, 01:23 PM) <a href="index.php?act=findpost&pid=1704357"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thirded. It's not obvious to me if it's possible to install Quicktime without iTunes any more and I'm probably one of the few that has no interest in getting an iPod, so don't want to install it.

    Mediaplayer Classic will play Quicktime videos though, if anyone is interested.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Go to www.oldversion.com and you can get any older version of quicktime. Hopefully not old enough it can play what you need though.
  • TheNinthPlayerTheNinthPlayer Join Date: 2002-05-20 Member: 637Members, Constellation
    Cool stuff Max! I've never used a particle editor before (unless a sprite editor counts) so I appreciate the thorough explanation!
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1704499:date=Apr 9 2009, 11:20 AM:name=Phaeton)--><div class='quotetop'>QUOTE(Phaeton @ Apr 9 2009, 11:20 AM) <a href="index.php?act=findpost&pid=1704499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Go to www.oldversion.com and you can get any older version of quicktime. Hopefully not old enough it can play what you need though.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This may be a recent thing, but you can now download QuickTime without iTunes at Apple's website.
  • Gectou4Gectou4 Join Date: 2003-04-18 Member: 15622Members, Constellation
    after news it on french maping community:
    - look simple
    - look better than VALVe particle tools
    - wainting to see more about what it can do in the game.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Looking great, Max! Can't wait to get my hand on your tools and get crazy with them.
    I recommend taking a quick look at Adobe After Effects (just view a couple of tutorials from pages like www.videocopilot.net, they might give you some neat ideas, especially those working with the "CC particle world" plugin). I found expressions to be very useful in After Effects (controlling parameters by using formulars, variables, random(), and so on). Would be great if the effect editor would provide a similar way for advanced effect design.

    Three things I'd like to know:
    1.) Will the effect editor include functions to work with sounds on a more sophistacated level than simply "while effect play, loop sound XYZ.wav"?
    2.) Will the particles be 2d sprites only or will it be able to use 3d models, too?
    3.) What are your thoughts on how the effects will impact the overall game performance?

    /Oliver
  • IronFistIronFist Join Date: 2006-12-01 Member: 58805Members
    To people without a means to play the video who don't want quicktime: <a href="http://www.videolan.org/vlc/" target="_blank">VLC</a> should work.
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