Improved Tremulous Particle Effects [Beta]

Release and discuss things you've made, including mods.
Post Reply
Spiney
Dretch
Posts: 30
Joined: Thu Dec 12, 2013 5:35 pm UTC

Improved Tremulous Particle Effects [Beta]

Post by Spiney »

I've done some improved particle effects for Tremulous.
Haven't checked them in Unvanquished, but I guess they should be mostly compatible.

Here's the topic on the Tremulous forums:
http://tremulous.net/forum/index.php?to ... 237277#new
(best keep unvanquished related comments in here though)

Some updates to the default particle effects.
Still needs some testing.

Download PK3

Code: Select all

Changes:
* Changed flame to spark effect up on hitting human buildings.
* Changed blood to animated blood sprites on both human and aliens.
* Added several improved smoke textures.
* Tweaked building damage effects.
* Much more elaborate building destroyed effects.
* Lucifer Cannon impact is more flashy, changed colors of projectiles slightly.
* Acid Tubes now use animated particles for much more convincing acid.
* Acid Tubes now leave acid decals sometimes. Added splat sound for acid decals.
* Basilisk now has animated gas texture.
* Bullet impacts use animated smoke texture.
* New lower pitched jetpack sounds.
* Less "scratchy" sounding Teslas.
* High-res creep texture.
* Red/green building shader now has backface culling disabled which helps with suggesting depth.

Todo:
* Improve Grenade.
* Improve alien building destruction.
* See if I can make the flamer look better, might revert to default otherwise.
* Give some more depth to dretch sound effects. Add initial sound to lisk taunt.
* Refactor all script files. Clean up naming and folder structure.
* Minimize particle counts where possible. Combine ejectors into one where possible.
* Add empty last frame to some animations to prevent the animation from cutting off without crossfading.
* Add licensing info, readme, credits, etc

Wishlist: (requires code changes, and I'm no programmer)
* Have option to fade out bounceMarks. Now they simply vanish instantly.
* Have ImpactPS on every weapon.
* Having a trail system assigned to (every?) ranged weapon could be useful to improve visual causality if deemed necessary.
* A trail system for bullet sparks upon hitting buildings.
* PS for healing at booster/basilisk. PS for repairing buildings.
* Have a decal and a PS for when aliens attack walls/floors.
* Have Tyrant make sound when falling to floor (like Granger, but more heavy)

Image

Haven't included licenses yet, but it's all GPL compliant.
Anyway, I'm doing this mostly for myself but if I can make it useful for others then that's all fine by me :thumbup: .
Probably will be on development hiatus for next couple of weeks but feel free to give comments and critique.
Also, maybe consider some items on the 'wishlist' part since you guys seem to be getting into the guts of things anyway.

bsp1t
Dretch
Posts: 56
Joined: Mon Oct 21, 2013 5:17 am UTC

Re: Improved Tremulous Particle Effects [Beta]

Post by bsp1t »

VERY NICE!

I've been doing tons of shaders for moonbase, but ill definitly be taking a lesson from your work, professor. I've been messing with lightstyles but its a but buggy between different engines... Amazing work. I'm nearly speechless. Do the weapons cast light onto the textures as they go along?
HOW DID YOU DO IT!?! ( :D:D ) Combining styled lights and lightmapped textures eating dynamic lighting can be a a whole thesis in its own. I realize its a particle shader but I wonder how far the engine can take it...

Post Reply