Modding Particle Sys.
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everyone is free to test.
Please do so.
I don’t have such free time on it and specially no much testing time.
I mostly work blindly on it on Photoshop.
Whenever I have time I give a quick test, nothing more.The files are all updated and fixed:
4096^2 texture: http://www.mediafire.com/file/y616l5vi5f4qg6h/main_group.7z
particlesys.ini file for 4096^2 texture: http://www.mediafire.com/file/ztn90uj2hunslps/particlesys.iniToday I’ll try to finish a better alpha channel so that it doesn’t have any square edges display… I came up with a guideline yesterday I closed PS and I lost the sequence… damn… I believe I will be able to recreate it.
Also I must change and one final fireball, that most probably I will have to mix up some fireballs to one. -
So I’ll do… with an eye to their impact on fps, according to Dee-Jay 's wise advise
I’ll let you know more further.
With best regards to you and all the friends here,
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Dear Arty,
my apologies as first for the delay in reporting… but RL has to come first, sorry the same.
After my tests, no impact on fps to refer - but I have a 64 GB of RAM, an utility to manage the CPU cores and a nVidia GTX 980 graphic card equipped system, I’d better to inform you in advance of that.
All their graphic representation on screen was just the same according all your premise, of course.
Hope this may help. If in need of any other tests, please feel free to ask anytime.
With best regards,
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I believe I have found a good doctrine to create the masks.
I create a mask from transparensy from the layer, the new images I imported to the 4096^2 main_group.dds
Layer->Layer Mask->From transparency
then go the channels and enable to view the mask borders.
I usually apply soften and feather (Select->modify->Smooth / Select->modify->Feather) to the mask but the most important are:
1. Select->Modify->Border set the value to include the edge of the image.
2. Before step one or at the end recreate a mask from the area layer and apply filter clouds then adjust brightness to create some variations inside the channel area.
3. On the border created from step 1 use blur tool which softens way nice the edges and then color burn and alter highlights midtones and shadows and apply the effect on it by mouse. Also use of eraser (not hard eraser) if needed.when ok I create a layer on top of background layer and place a black or white rectangle to clear the area and display only the new layer.
Then with the layer mask (Layer->Layer Mask->From transparency) I go to new created channel mask.
On the alpha channel I erase with black the area. I copy from the new channel and paste to the alpha channel.Observe and alter accordingly.
A finishing touch with the blur tool at the end looks more better.
Outcome looks nice on photoshop… wonder how it will be on Falcon.
Also at the same time I rename each layer following the naming from the particlesys.ini and the definetexture and the texture.uv declaration. That way will be easier for the future or anyone that will want to make alterations on specific effects to easily spot the area - layer.
Edit: even quicker better approach.
Layer->Layer Mask->From transparency
Select->Modify->Border set the value to include the edge of the image. Or even better Select->Modify->Contract by 20 - 30 pixels.
Filter->Blur->Lens Blur with high enough values…
Burntool-Midtones and do the edges, if needed!
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Dear Arty,
please release the new version as soon as you can, if you don’t mind… it might be a little improvement, perhaps, but let me tell you I love it so much
With best regards,
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Well I haven’t finished yet with all the alphas.
I created and the last fireball I had left in stock layer, which is actually a combination of the already new ones…
In the meantime I reorganize and the layers and their naming so that it will be easy for future edits that someone want’s to make specific changes on specific effects.
The photoshop psd file will be free available to all.
It’s a mess right now and as I finalize the alphas I finalize and the naming.
Some don’t have layer images it’s only alpha channel. They seem ok to me and will be left as is. -
just uploaded the files. Due to another error I spotted (I believe and hope it’s the last one!!!) in particlesys.ini please re download it and replace the one you already heave.
The files are all updated and fixed:
4096^2 texture: http://www.mediafire.com/file/y616l5vi5f4qg6h/main_group.7z
particlesys.ini file for 4096^2 texture: http://www.mediafire.com/file/ztn90uj2hunslps/particlesys.iniIf all r well as I feel so, and must be (??) , this might be a final version.
Please report back any problems or errors.
Edit: Personal Note: I’m on main_group3.psd file, in IKAROS\explosion folder.
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Hey Arty, nice effort there to increase the textures resolution!
I tried this and as expected 1 thing came right into my eyes - IMHO the smoke textures are way too thick, they should be much more delicate WRT alpha. I dropped bombs on some target and watched the explosion and since the alpha used in the .ini during explosions is very high (At least at the first seconds), you get a high alpha value modulate a very thick texture and what you see eventually is very strong smoke “look”, if you know what I mean.
Smoke should be delicate, and it’s the gathering of a couple of polys on top of each other that let it look “strong” eventually.
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Well I noticed that and at some I tried to make them not pure white but not that much.
I worked mostly with the cloud effect on the white area of the alpha. On the other hand those higher res textures with their smokey smoking smoke :lol: now how to say this… yes u r right should be strong. To tell u the truth I wanted them stronger. I saw the alpha that the stock had and I tried to match it but not that much.
The bumps and blisters of smoke coming out give it a more alive look while the blending gives a pale look for my likes…
The ones that are only alpha on black or white channel where left as is, I didn’t touch them.
Almost half the smoke elements have some grey areas to lighten (ease the alpha) and must have the effect u say.Further more I didn’t had time to test the last version at all.
I named all the elements in the photoshop file so it’s easy for me to spot them.
If u could name some I could adjust the alphas further more. This goes for everyone not just I-Hawk… I’m faaaaaaar from perfect or pro so shoot me in the face… the goal is to make it look and work better.
I can upload the PS file and let u do your magic if u want… //hehe yea I know I wish… :lol: u have other things I have a humble M109 and it’s family up my axx… :rofl: but niaaaa let’s play… :lol:
I have it up already (the ps file) but I must clear the mess layers that I made and name some helper layers so that the person that will open it not to have to decipher my mambo jumbo…
//Delicate explosions he says… r u nuts? :rofl: Blow their eyes I say… :rofl:
hmmm on the other hand if it serves ok then this blending could be reduced (or even removed?) and ease up the effect maybe, and maybe have a better fps impact? //just thinking outloud here… as a foolish newb oldfart that I am
Thank you very much for the input maybe it would be better to create a second alpha which will be closer to the stock… also the stock ones could be used… hmmm hmmm
//time I need more time… where can I find time???Edit: hmmm super strong parameter… my eyes efficiency is already reduced and I should wear glasses… I logically must see things more pale than they are in close up… so this could also be a good reason… I already maxed the font size in my phone… :lol:
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Just tried your newest version last night Arty, looks absolutely amazing bro!!!
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I tested it yesterday aswell and i must say really impresive job. Those hi-res textures are a “blast”
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Nice guys thanx for the input…
Glad u liked it.But u tease me biiiiig time…
I changed it and I haven’t seen them yet… :lol:
That’s what’s called working blind? :rofl:
At least some screenshots…???
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HOLLY MOSES…
Did I do THAT?
FACEPALM…
I Can’t believe me.
I spotted 2 issues though… but heck I’m very impressed…
1. The Debris is pale and must be stronger or the ini changes the Alpha and looks transparent… But their representation looks very realistic and impressive.
2. One smoke effect has a light border… I must make it transition better to full transparency… though it’s like on the borders it’s white smoke and lighted by the explosion… I must have left the wrong layer.
@ I-Hawk about the delicate and more soft smokes if the delicate smoke is displayed before (in front of) the strong effect it will ease up and maybe look - mix better according to how u guys setup the whole ini in the first place.
wow I must test it my self… curious how it will look animated…
//Arty raises nose and…:
Yeap another strong proof that we oldfarts rule definitely… :rofl:
EDIT: oh oh I forgot… any FPS impact?
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Im not feeling any FPS impact at all so far
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The same for me.
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The file is updated and fixed on same link:
4096^2 texture: http://www.mediafire.com/file/y616l5vi5f4qg6h/main_group.7zThe fix is for the lighted border - transparent area of the smoke effect named: smoke_white2. It must look better now specially at night.
just in case u want the particlesys.ini link again. (not needed - no changes if u have it):
particlesys.ini file for 4096^2 texture: http://www.mediafire.com/file/ztn90uj2hunslps/particlesys.inihave fun.
Waiting for reports - bugs - proposals… whatever.
Edit: PPPppsssssstttt… serious proposals… must have 3 ferrari’s half stocks of Microsoft… A castle in Scotland at the Highlands. Or even better all the Highlands…and so on and so forth… :lol: :rofl:
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thank´s