Requested Program

CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
edited March 2003 in Mapping Forum
<div class="IPBDescription">Hey XP-Cagey, you out there?</div> I got to thinking about the particle system in NS, and it would help alot if we could tweak the way the particles look in a third party program outside of NS. Then simply copy that information into VHE. Although, for all I know, this will be fixed in 1.1. Hell, its probably so much work it wouldn't really be worth doing. Dunno, just an idea.

Comments

  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    It would be a nice tool, but I'd need to have some more input from Flayra on how exactly the systems are working to make sure they look the same in the tool as in game...

    I have 3 projects in progress, but I'll definitely think about this as a possibility--even if in-game particle editing is up and running, the process of starting HL is a lot of overhead if you just want to do some tweaking.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    That would be a very nice tool indeed.

    There's nothing like that out there already, is there? I'm a nub with the particle system and I haven't touched the VHE in a while, so if I was going to start up mapping again this would be cool. Probably would take a while, though...
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    This is already in NS, it was just broken days before we shipped 1.0. (if you ever used the NSTR 1 or 2 releases you would have already seen it). NS supports in-game particle editing, where you can use simple slider bars to see how things would look in your PS's. This will be fixed and available in NS 1.1.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    What I think might be better is that instead of creating compilcated things like Particle Systems in Editor is to have a third party program for the newer mappers. So then they can select things like

    "Smoke" - Particle
    "Size 2x" - Particle Size
    "Up" - Direction Particles Move

    Thats just an example idea I had. Maybe for the extremely new or just lazy mappers a program could be made to implement entities quicker? So you don't have to keep selecting the same settings for a func_illusinary in different areas of the map which can take up alot of mapping time.

    I think the second idea if it was actually implementable might revolutionise mapping and level design in general. May get more people to map.
  • KombotKombot Join Date: 2003-03-01 Member: 14198Members
    <!--QuoteBegin--MonsieurEvil+Mar 1 2003, 09:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Mar 1 2003, 09:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is already in NS, it was just broken days before we shipped 1.0. (if you ever used the NSTR 1 or 2 releases you would have already seen it). NS supports in-game particle editing, where you can use simple slider bars to see how things would look in your PS's. This will be fixed and available in NS 1.1. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Seemingly the advantage of the third party program is the ability to have the settings ported straight into the editor.

    I was around, but didn't fully use the ingame editing system, so I don't know if this was already implemented. But were you able to press a key, (or type a console command) to dump the information to a .txt file, or were you expected to write it all out?
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    I always had to write it all out, it is pretty tedious. What's more, if you miss a value and go back to your editor and it doesn't work, you have to go back into the level with Half-Life and do it all again.
  • KombotKombot Join Date: 2003-03-01 Member: 14198Members
    It would be very useful then to have something like what I said if the in-game editing is to be of much use.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    that would be realy, realy great.. because my particle systems never work....
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Something that saves your setting in .MAP format or strait into the BSP would be slick.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin--MonsieurEvil+Mar 2 2003, 02:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Mar 2 2003, 02:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is already in NS, it was just broken days before we shipped 1.0. (if you ever used the NSTR 1 or 2 releases you would have already seen it). NS supports in-game particle editing, where you can use simple slider bars to see how things would look in your PS's. This will be fixed and available in NS 1.1. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ah, the slider bars...i remember seeing a video of the in game particle editing in action. very very nice. Here is the link:

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=23513&hl=particle+editing' target='_blank'>In-game particle editing video</a>
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