Friday, November 7, 2008

The Particle Package Files

This has been posted at with the first post on my experimentation with particles. Though this is the most important part of my experimentation in unreal tournament using the unreal cascade engine, therefore I am just re-posting those links back here. All the required particles that are used and in use are all in the package provided below here:

ParticalTesting.upk
Mediafire Link

As a reminder please open this package in the generic browser before you open the actual map.

Final Video + Map

This the link to our final video

DM-BENV2423_AZN.demo
Mediafire Link

The people who are in the map as follows:
Idunnoula - Adley Yuen
Kurokumori - Jackey Tran
Longlyf - Stephen Wang
Player4 - Chivon Lam
Cag3891 - Craig Gullen

This is the links to our map:

For now there is only our Mediafire link as filefront was taking too long to upload our file. Our backup link may be included a bit later.

My_Games.zip
Mediafire Link

9 Image Captures

For some reason my particle emitters do not show up in Unreal Tournament as well as in UnrealED therefore these scrteenshots will be taken in UnrealED.

Viewing upwards towards the dripping of dust particles
Dust and water/snow particles
The usage of the BeforeSpark
Dust particles, blue flame and also teleportal
Screen shot from the opening cinematic showing the rooms with the blue flames and also the warning red light
Another screen shot of the building and it's spaces using an aerial camera.
The basic blue flame emitter
The blue flame emitter with the teleportal as well as a basic dust particle system setup surrounding it
Lastly the particel effect trickling down through the structure and also viewable from the close to safety platforms, there is also the tint of the greyness that can be seen form the rain/snow emitter.

DEMO Video

Download the demo file video

Idunnoula-2008_11_07-04_1.demo
Mediafire Link

Download Map Links

DM-BENV2423_EXP3_24.ut3
Mediafire Link

With the map you can see what I have done with using Particle Systems with kismet and matinee as well. This can be seen with how there are the blue flames in the map right now. The blue flames also have a pointlightmoveable placed inside the flame area. This is then placed into kismet and then following that, having the light animated into moving to different locations to give it a sense of a realistic light source being emitted from the flame. Then there is also a brightness adjuster animated into the flame to give it a flickering effect.

Thursday, November 6, 2008

Exp3: Testing Particles Video

The files for this video are in the post below

This is a demo version of the testing space created.

Idunnoula-2008_11_07-04_3.demo
Mediafire Link

This is a display of my particles and how it works in two different environments and what sort of effects they produce in that given space. This should be shorter than the demo video, but the demo video is able to allow you to pan the camera around the player, therefore you can also view the space after the movement that I do is finished.

EXP3: Testing Particles

Firstly here are the links to the files for you to run through the space I have built during the first week of using Unreal Editor and then implementing the particles in which I am going to be using for our groups final map.

Firstly Links to my particle package:

DM-Testing.ut3
Mediafire Link

There should be a total of 7 particle systems inside the package though only 5 are needed. The following that are needed as follows:

1. Dust Particles
  • This has been used in my trial map on the walls to give it a crumbling effect.
  • The same effect will be used for the final map though it will not be scattered across the whole building as this would look weird. Therefore they will be placed mainly around the walls of the areas which have teleportals or a place where light would be emitting from (explained further in blue flame particle)
2. A Reddish Orange Flame
  • This is used in the same way that has been done in the tutorial video
  • The usage of this our final map is still undecided
3. A Blue Flame
  • I have created this for the main effect of the usage for the main map. Though for now I have set it up as though it was an ornamental blue flamethrower.
  • In the map the blue flames are linked to the same trigger for the SparkBefore particle effect, therefore you are
  • Usage for the final map would be for in each teleportal area this would be a particular light source and also a way to identify it. These flames are also in a place that would be visible to the player at times but mainly are in areas to which the player will have access to and be able to move around in. Therefore this is the reason as to why the dust particle system is set up here as people will be able to see it. The reason for it being blue would be because we are setting our lighting to be dark and a pale light blue is effective and gives a warm effect to the players eye.
  • Secondly in the final map but not in the testing one, i have set what was shown for the flame in the tutorial videos and have a flickering lighting effect happening where the flame is. Therefore this gives the flame a more realistic feel as well as having the flame as well as light move, it gives it a more real time feeling.
4. Rain Particle - though technically now a snow particle as it gives off a snow like effect
  • This particle is mainly created for use in the actual map as this particle is pretty big. Though it is placed inside the map, you must focus really hard in looking for this blurry effect with a touch of grey colour which has been placed with the flames and is dropping down from the ceiling.
  • In the actual map this particle is used three times. Once at the top, one mid and one near the bottom. This has been done because of the Level Of Difficulty (LOD) calculated by Unreal itself would mean the further you are from the particles, the harder it is to see the particles. Therefore I have placed them in areas in which people will most likely be and still be able to see the particles. The main usage is just to give it a visual effect as well as environmental feel effect.
5. SparkBefore particle
  • This particle has been set up to only play one which means that the particles die after the first time them played. Therefore the trigger that is set in the middle of the room is used to play the particle (it is a on off switch) so sometimes you may need to double tap E. Also since the size of the room is pretty small, the whole particle effect cannot be seen as it is large.
  • The particle is large because it is meant to be used for the initial explosion of the bomb. The particle has some initial flaring around the sides and then it is followed by a puff of red flame which is the explosion and then there are some flames that still fly out for a few mini-seconds after the burst of flame. After this explosion takes place it should be followed by the SparkAfter effect which gives the smokey feeling of what happened after the explosion.
The only thing is that I would want to delete the uneeded particle systems though Unreal Editor's system doesn't allow me to delte it. Though when I did try to delete it, another file gets deleted.

The links to the map:

DM-Testing.ut3
Mediafire Link