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[UT] C++ Particle Emitter

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

Moderators: ividyon, Semfry, zYnthetic

User avatar Creavion
Skaarj Warlord Skaarj Warlord
Posts: 745
Joined: 12 Nov 2007, 09:43

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Post Posted: 08 Aug 2008, 23:02

It doesnt work... really :?
I think I can forget my rainy tropical map :rolleyes:
>:E
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Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX

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>:E

User avatar Creavion
Skaarj Warlord Skaarj Warlord
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Joined: 12 Nov 2007, 09:43

Subject:

Post Posted: 24 Aug 2008, 12:53

I could really need.. really, but through the fact that I have indoor parts as well it looks weired if you look outside.. you hear the rain but there isnt any and then you go outside and suddently it begins to rain. I would be really thankful if you can do there anything.
>:E

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Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX


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>:E

.:..:
Skaarj Warrior Skaarj Warrior
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Subject:

Post Posted: 24 Aug 2008, 13:12

Try setting bigger "Position" for the weather emitter (something around -800 to 800).

User avatar Creavion
Skaarj Warlord Skaarj Warlord
Posts: 745
Joined: 12 Nov 2007, 09:43

Subject:

Post Posted: 24 Aug 2008, 15:08

.:..: wrote:Try setting bigger "Position" for the weather emitter (something around -800 to 800).

Now it rains inside :rolleyes:
>:E

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Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX


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>:E

User avatar Jethro
Skaarj Warlord Skaarj Warlord
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Subject:

Post Posted: 24 Aug 2008, 15:22

Perhaps the roof is leaking?
UBerserker wrote:Story: totally guessed that Skeletor was the thief.

User avatar Creavion
Skaarj Warlord Skaarj Warlord
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Joined: 12 Nov 2007, 09:43

Subject:

Post Posted: 24 Aug 2008, 15:41

Jethro wrote:Perhaps the roof is leaking?

Please, dont start joking, its a simply testmap -.-
>:E

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Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX


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>:E

.:..:
Skaarj Warrior Skaarj Warrior
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Subject:

Post Posted: 24 Aug 2008, 16:02

Heres an example map with rain and a hut...

User avatar Jethro
Skaarj Warlord Skaarj Warlord
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Post Posted: 24 Aug 2008, 16:06

Creavion wrote:Please, dont start joking, its a simply testmap -.-

Sorry, didn't meant to offend you. Hope you'll get it working :tup:
UBerserker wrote:Story: totally guessed that Skeletor was the thief.

User avatar Creavion
Skaarj Warlord Skaarj Warlord
Posts: 745
Joined: 12 Nov 2007, 09:43

Subject:

Post Posted: 24 Aug 2008, 16:35

.:..: wrote:Heres an example map with rain and a hut...

Thanks dude, this looks very promising.. :tup:
>:E

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Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX


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>:E

User avatar Feralidragon
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Subject:

Post Posted: 25 Sep 2008, 19:24

I only have a doubt, let's say I place this in a map, in a server. Does the client download the dll too from the server automatically? Or not?

The client downloads the .u, but I am not sure if he downloads the dll.

.:..:
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Post Posted: 28 Sep 2008, 10:04

Feralidragon wrote:I only have a doubt, let's say I place this in a map, in a server. Does the client download the dll too from the server automatically? Or not?

The client downloads the .u, but I am not sure if he downloads the dll.

They wont and thats indeed the downside with using it.

User avatar Feralidragon
Skaarj Lord Skaarj Lord
Posts: 220
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Location: Liandri

Subject:

Post Posted: 28 Sep 2008, 16:41

.:..: wrote:
Feralidragon wrote:I only have a doubt, let's say I place this in a map, in a server. Does the client download the dll too from the server automatically? Or not?

The client downloads the .u, but I am not sure if he downloads the dll.

They wont and thats indeed the downside with using it.


:shake: :/

Well, too bad... But isn't there a way or script to send it to the client in a online game? Like there is some cheat detector for UT that use a .dll too, and when you enter it asks you to install it...
The thing is, their packages are encripted, so I can't see how they created the installer...

Well, thanks for the info anyway :tup:

User avatar Feralidragon
Skaarj Lord Skaarj Lord
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Subject:

Post Posted: 10 Oct 2008, 12:30

Well, I was doing my little experiments in the effects to see what I could do with them, so I tried another thing: collision.

I activate this thing, already tried to make it work somehow, and when I activate it, the particles seems to spawn from the ground, and stay there.

So, how those colliding particles work? Is it even working or it's still being developed? I tried to tweak the bouncing, the colliding types, collision parameters, and it simply doesn't work.

These emitters are really an excellent job, but the only thing that isn't working right now, it's the colliding particles stuff.

Btw, can the particles be affected by gravity?

User avatar ividyon
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Post Posted: 10 Oct 2008, 13:14

Dots is always continuing work on the Emitter and the collision and a few other bugs will surely be fixed in the next release. :)

.:..:
Skaarj Warrior Skaarj Warrior
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Post Posted: 19 Oct 2008, 15:51

Updated this mod:
-Fixed some bugs which could cause it to crash/freeze.
-Fixed emitter collision bug.
-Added emitter combiner support (1 main emitter actor, 1 emitter which emits on particles destruction location, 1 for wallhit location, 1 for spawn location, 1 as trailer).
-Added mesh actor coords emitting support (spawn on mesh actors vertex locations).

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