[UT] C++ Particle Emitter
[UT] C++ Particle Emitter
This is actually a project I wrote for Unreal 227e, but since I compiled it on UT so I thought I could release the UT version here: www.klankaos.com/downloads/EmitterUT.rar
This Emitter supports:
-Particle emitter.
-Mesh particle emitter.
-Beam emitter
-Weather emitter.
-Fast way of render particles (can support up to 1000 particles with only some small lags).
-In editor preview mode.
Other features:
-Script post render renderiterator for allowing custom UScript mods make some in level actors render something on canvas.
-DistantLightActor, a normal light actor with a different light radius variable type so that it supports unlimited light radius.
Bugs:
-While on preview mode in editor and you dublicate an emitter it will always fail (turn preview mode always off before dublicating).
Fixes on version 1.4:
-Fixed more bugs/crashes.
-Added particle combiners support (such as particle destroy FX etc..)
-Added mesh actor target emitting coords support (spawn particles on vertex locations of the mesh).
Fixes on version 1.3:
-Changed a bit some event names on ParticleEmitter base class.
-Added DistantLightActor.
-Added full sprite animation support for animated sprites (no-, play-, invered-, loop animation).
-Fixed a bug which crashed Linux clients (Unreal 227f).
Fixes on version 1.2:
-Fixed a crash/freeze caused by "Kill" UScript function.
-Added in an alpha staged procedural mesh actor.
-Added an post render renderiterator for UScript mod authors.
Fixes on version 1.1:
-Fixed crash/freeze when setting an emitter with no textures.
-Changed some limits so that it IS possible to get 1 emitter emit up to 5000 particles/second (depending on your FPS).
-Changed MeshEmitter to read LODBias value from Emitter actor itself.
This Emitter supports:
-Particle emitter.
-Mesh particle emitter.
-Beam emitter
-Weather emitter.
-Fast way of render particles (can support up to 1000 particles with only some small lags).
-In editor preview mode.
Other features:
-Script post render renderiterator for allowing custom UScript mods make some in level actors render something on canvas.
-DistantLightActor, a normal light actor with a different light radius variable type so that it supports unlimited light radius.
Bugs:
-While on preview mode in editor and you dublicate an emitter it will always fail (turn preview mode always off before dublicating).
Fixes on version 1.4:
-Fixed more bugs/crashes.
-Added particle combiners support (such as particle destroy FX etc..)
-Added mesh actor target emitting coords support (spawn particles on vertex locations of the mesh).
Fixes on version 1.3:
-Changed a bit some event names on ParticleEmitter base class.
-Added DistantLightActor.
-Added full sprite animation support for animated sprites (no-, play-, invered-, loop animation).
-Fixed a bug which crashed Linux clients (Unreal 227f).
Fixes on version 1.2:
-Fixed a crash/freeze caused by "Kill" UScript function.
-Added in an alpha staged procedural mesh actor.
-Added an post render renderiterator for UScript mod authors.
Fixes on version 1.1:
-Fixed crash/freeze when setting an emitter with no textures.
-Changed some limits so that it IS possible to get 1 emitter emit up to 5000 particles/second (depending on your FPS).
-Changed MeshEmitter to read LODBias value from Emitter actor itself.
Last edited by .:..: on 26 Apr 2014, 09:42, edited 8 times in total.
- Feralidragon
- Skaarj Lord
- Posts: 223
- Joined: 15 Jul 2008, 22:41
- Location: Liandri
Awsome, and by native coding which improves performance a lot.
Well, I must inform that it works at least in v436 of UT.
I have just 2 questions:
- Could I use those some of those emitters for weapon effects, or they just can't work that way?
- They work online, right?
P.S.: Could I subclass your weather emitter and add a built-in lightning effect for rain? Or could you add this feature in a next version of these Emitters? (UnrealScript side of course, and creating another package dependent of yours)

Well, I must inform that it works at least in v436 of UT.

I have just 2 questions:
- Could I use those some of those emitters for weapon effects, or they just can't work that way?
- They work online, right?
P.S.: Could I subclass your weather emitter and add a built-in lightning effect for rain? Or could you add this feature in a next version of these Emitters? (UnrealScript side of course, and creating another package dependent of yours)
- Feralidragon
- Skaarj Lord
- Posts: 223
- Joined: 15 Jul 2008, 22:41
- Location: Liandri
- Feralidragon
- Skaarj Lord
- Posts: 223
- Joined: 15 Jul 2008, 22:41
- Location: Liandri
- Feralidragon
- Skaarj Lord
- Posts: 223
- Joined: 15 Jul 2008, 22:41
- Location: Liandri
- Feralidragon
- Skaarj Lord
- Posts: 223
- Joined: 15 Jul 2008, 22:41
- Location: Liandri
Dots, could you make the physics of your vehicles in native code? For performance reasons and it would be less laggy online...
If you just don't have time or patience or don't know to do it, it's ok with me, but I would be very apreciated if you could
Edit: I have seen your scripts, and maybe coding all that natively would be kinda hard... so I think is better forget it. Good job, I think I will once again subclass it in an independent package and make my own vehicles.
If you just don't have time or patience or don't know to do it, it's ok with me, but I would be very apreciated if you could

Edit: I have seen your scripts, and maybe coding all that natively would be kinda hard... so I think is better forget it. Good job, I think I will once again subclass it in an independent package and make my own vehicles.
what the...Feralidragon wrote:Dots, could you make the physics of your vehicles in native code? For performance reasons and it would be less laggy online...
If you just don't have time or patience or don't know to do it, it's ok with me, but I would be very apreciated if you could
Edit: I have seen your scripts, and maybe coding all that natively would be kinda hard... so I think is better forget it. Good job, I think I will once again subclass it in an independent package and make my own vehicles.

Never trust a Dutchman in a tulip fight.
- Feralidragon
- Skaarj Lord
- Posts: 223
- Joined: 15 Jul 2008, 22:41
- Location: Liandri
I searched and found them, but I would like to use native physics instead of UScript coded physics, due to performance reasons of course. But the vehicles are very goodDarkon wrote:what the...Feralidragon wrote:Dots, could you make the physics of your vehicles in native code? For performance reasons and it would be less laggy online...
If you just don't have time or patience or don't know to do it, it's ok with me, but I would be very apreciated if you could
Edit: I have seen your scripts, and maybe coding all that natively would be kinda hard... so I think is better forget it. Good job, I think I will once again subclass it in an independent package and make my own vehicles.I would swear I just wrote you on another thread that he made those vehicles.. and now i read that you already know this....

I was thinking coding them in UScript myself, and I could do the physics well in offline, but I would be a complete disaster at online coding.

- Feralidragon
- Skaarj Lord
- Posts: 223
- Joined: 15 Jul 2008, 22:41
- Location: Liandri
I guess that means it can support up to 1000 rendered particles currently in view without getting laggy. Which is a good thing, because you'll never get anywhere near 1000 particles on one spot anyway (unless you go apeshit and spam 30129 fires all over the place or somethingCreavion wrote:Really good stuff, but the "particle count limit of 1000" sucks.. to be honest...

UnrealSP.org webmaster & administrator
I want to let it rain (stormy) on one of my DM maps but it is difficult with only a par. count of 1000. I cant understand it. This seems to be best coded emitter system ever (at least with the best performance), so I wondered about this ... limit.sana wrote:I guess that means it can support up to 1000 rendered particles currently in view without getting laggy. Which is a good thing, because you'll never get anywhere near 1000 particles on one spot anyway (unless you go apeshit and spam 30129 fires all over the place or somethingCreavion wrote:Really good stuff, but the "particle count limit of 1000" sucks.. to be honest...)
>:E
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[quote="Waffnuffly"]Holy shit a HOUSE-SIZED BOX[/quote]
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>:E
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[quote="Waffnuffly"]Holy shit a HOUSE-SIZED BOX[/quote]
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>:E
- Feralidragon
- Skaarj Lord
- Posts: 223
- Joined: 15 Jul 2008, 22:41
- Location: Liandri
Then you have just wait the Shadow's SDK...Creavion wrote:I want to let it rain (stormy) on one of my DM maps but it is difficult with only a par. count of 1000. I cant understand it. This seems to be best coded emitter system ever (at least with the best performance), so I wondered about this ... limit.sana wrote:I guess that means it can support up to 1000 rendered particles currently in view without getting laggy. Which is a good thing, because you'll never get anywhere near 1000 particles on one spot anyway (unless you go apeshit and spam 30129 fires all over the place or somethingCreavion wrote:Really good stuff, but the "particle count limit of 1000" sucks.. to be honest...)
