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Old 11-05-2005, 12:40 PM   #16
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Thumbs up

These are awesome guys! King and Aqua thank you very much! I'm looking to showcase that blue flame in a few spots on my DM-TCMP-Harvest map. It's kind of like a DM-1on1-Spirit but darker, larger, and more detailed.

While I'm asking about emitters, since I'm going to be working on alot this weekend for a couple other maps, where do you guys find good textures for emitters?
I need to make some steam for some vents, and I want to make some nice blue flame type torch fires, but smaller than the beautiful light display Aqua did. I'm hoping to convert the lighting on the map in these pics, to mainly blues and greens. And the nighttime skybox of course.

Click the image to open in full size.

Click the image to open in full size.
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Old 11-05-2005, 12:59 PM   #17
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Those corner trims look very familiar to me...
Suh weet looking map!
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Old 11-07-2005, 07:12 AM   #18
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Question

the corner trims are individual bricks from DM-1on1-Spirit. I painstakingly stacked 'em up like that, wishing I could find a mesh that was like 6 or bricks in 1 mesh. :/

I'm still stuck on stock content, and I try real hard to make sure I don't pull anything from anyone else's 3rd party maps. Well without permission anymore. (I goofed up and nabbed a skybox texture set by mistake on my first ever public release.. what a n00b I was.. (am). heh heh)

Any chance I could ask one of you guys to do a smaller blue flame for me, or maybe green? Something that would fit into my smaller torch sconces?

or maybe point me in the direction of where you learned to make such nice emitters please?

I can see how they're like multiple emitters within an Emitter actor, but I can never get the coloring right.. (changing colors.. why is that so difficult?..) and I've no idea how you bonded sounds to them. That I was awestruck at.
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Old 11-07-2005, 09:44 AM   #19
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Quote:
Originally Posted by 213
Any chance I could ask one of you guys to do a smaller blue flame for me, or maybe green? Something that would fit into my smaller torch sconces?

or maybe point me in the direction of where you learned to make such nice emitters please?

I can see how they're like multiple emitters within an Emitter actor, but I can never get the coloring right.. (changing colors.. why is that so difficult?..) and I've no idea how you bonded sounds to them. That I was awestruck at.
I probably should have told that right at the beginning, but I figured it didn't matter that much. I didn't create the blue flame emitter from scratch, but copied an existing emitter (from ONS-Crossfire - you'll probably recognize it) and modified it to it's current state. It still took me quite some work to do that though. It makes use of various complicated types of emitters, but it's a really nice piece of art.

I could create a smaller or green version if you want. Also, the sound was done by simply adding an ambient sound to the emitter actor's properties, just as you would add a sound to a standard AmbientSound.
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Old 11-07-2005, 10:05 AM   #20
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Quote:
Originally Posted by Aquablue
I probably should have told that right at the beginning, but I figured it didn't matter that much. I didn't create the blue flame emitter from scratch, but copied an existing emitter (from ONS-Crossfire - you'll probably recognize it) and modified it to it's current state. It still took me quite some work to do that though. It makes use of various complicated types of emitters, but it's a really nice piece of art.

I could create a smaller or green version if you want. Also, the sound was done by simply adding an ambient sound to the emitter actor's properties, just as you would add a sound to a standard AmbientSound.
A green one would be awesome. I think my torch bases are somewhere between 32 and 64 UU wide. they're the circular demon heads that came with CTF-Magma. I think I've got mine set at like .5 draw scale, maybe some at .75.
Either way if you could do that for me I'd umm,.. totally worship you as a god too. (note to self add Aquablue to m diety pantheon.) Well I'd also make sure to study them and see what properties and things I need to pay attention to so I can do my own eventually.
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Old 11-07-2005, 12:17 PM   #21
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Alright, I attached two files to this post. The first is the normal blue fire emitter converted to a green version. The second is that same green version, only somewhat smaller. If it still needs to be smaller, it's not too hard for you to do that yourself. The major things you have to decrease when making them smaller are their StartSizeRange (which controls the particle size) and maybe the StartVelocityRange (which controls how fast the particles float up into the air).
Attached Files
File Type: txt Aqua'sGreenFireEmitter.txt (11.0 KB, 129 views)
File Type: txt Aqua'sGreenFireEmitterSmall.txt (5.5 KB, 150 views)
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Old 11-09-2005, 11:01 PM   #22
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Quote:
Originally Posted by Aquablue
Alright, I attached two files to this post. The first is the normal blue fire emitter converted to a green version. The second is that same green version, only somewhat smaller. If it still needs to be smaller, it's not too hard for you to do that yourself. The major things you have to decrease when making them smaller are their StartSizeRange (which controls the particle size) and maybe the StartVelocityRange (which controls how fast the particles float up into the air).

Much much thanks again Aqua'! The green and blue variations I think will look much pimpier than the plain ol' orange I had done before.

It may still be a while before I can finish this map, but I'm actually looking forward to getting back to work on it now!

I'll keep your advice in mind too about the size variables, I think in a few spots it'll come in handy. Hmm,.. is the sound volume and range as easy the alter too? I can't pull up the editor atm, but I gotta remeber to look out for that.
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Old 11-09-2005, 11:09 PM   #23
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http://udn.epicgames.com/Two/EmittersReference#Sound
Takes some tinkering, but once you get the hang of it, it's an invaluable tool.
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Old 11-10-2005, 01:42 PM   #24
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Quote:
Originally Posted by King Mango
Takes some tinkering, but once you get the hang of it, it's an invaluable tool.
Awesome, thanks Mango! I'll get back to those emiters soon as I"m done figuring out this terrain tutorial I'm on.

I've still got so much to learn.
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Old 11-10-2005, 03:44 PM   #25
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Quote:
Originally Posted by 213
I've still got so much to learn.
Me too, especially about proper BSP/Static mesh combining and coding. Don't force it upon yourself though, if you do that you'll lose the fun for which you probably started doing this in the first place. The best way to learn stuff is just to create maps and other UT related stuff you like, get feedback, learn from it, create new stuff and so on.
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Old 11-10-2005, 04:47 PM   #26
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It looks like everyone just goes to Emitter Properties... does anybody actually use the Particle System Editor?

What restrictions does it have?
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Old 11-26-2005, 12:02 PM   #27
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I have used the particle editor twice.
I just feel more comfortable getting into the guts of the emitter.

Here's some more.
Teleporter Twist: Creates a spiralling downward cascading tube
GenericTeleporterBall: Generic All purpose ball style effect with inward moving particles via meshspawning
DirectionalKicker: Don't ask me how I did this because I can't replicate it, but this emitter goes in the direction you point it. Place the emitter where you want the effect to originate and with show paths on, you can turn on lock to selected actor and use your viewport to aim the emitter along the kicker pathline.
Attached Files
File Type: zip TeleporterTwist.zip (1.3 KB, 270 views)
File Type: zip GenericTeleporterBall.zip (1.0 KB, 247 views)
File Type: zip DirectionalKicker1.zip (1.3 KB, 268 views)
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Old 04-09-2006, 07:22 PM   #28
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Awsome stuff guys I was just looking for a nice fire emitter for my map and came across this Credit to ya as im also sick of the bog standard ones.

Keep em comeing!
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Old 04-09-2006, 07:28 PM   #29
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Quote:
Originally Posted by CtrlAltDestroy
It looks like everyone just goes to Emitter Properties... does anybody actually use the Particle System Editor?

What restrictions does it have?
The Paticle System Editor has been proven to do bad things. When a mapper uses it to create particles, the end emitter will crash servers based on Linux during online play. Play off-line is fine.

I'd reccomend just digging into the properties and taking some time and playing with settings. You can get some weird and wonderful things doing it that way.

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Old 04-12-2006, 06:33 PM   #30
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Does anyone know how to make a package of emitters, every time i try to compile a package with emitters scripts (that i exported from unreal) it takes a crap on me and doesn't compile (something about the begin object tag) i have no idea how to do this... but i have made countless emitters that i want to stock up in a EmittersWarehouse.u for later use in any of mine or other peoples levels.
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