.OSM and Particles

Evak

29-12-2008 17:36:00

I recall that support for particle systems was planned in a future release of Ofusion. I was wondering how this would be implemented.

Loading of particle systems for view in the Ofusion viewport
Actually creating a Ogre particle system in 3dsmax with a custom script (kind of like the material editor)
Just storing basic info in the OSM like we are doing, only with a particle section.(see below)

Were interested because it's one of the limitations we came across whilst developing the FlowED OSM editor. So some information regarding this would be useful. Currently we use User Defined properties stored with a scene node to load and save a particle system which works. So just wondering if something more elegant is in the works.

EXAMPLE: User defined Script

<property ParticleSystem="explosion1.particle" />
<property ParticleSystemTemplate="explosion" />

Lioric

30-12-2008 15:11:42

How about the second option ;)

Hope to post here more information (and some videos) about this exciting feature in the upcoming days

Evak

31-12-2008 05:12:33

Heh, a particle editor within 3dsmax would be amazing. Thanks for the hint :). Very excited now...

Look forward to seeing the video.

Evak

01-01-2009 09:33:10

One thing that would be really nice that we had in a proprietary engine at a company I once worked for was some basic timeline control for the particle emitters in 3dsmax. We didn't have a fancy particle editor, each level had a set of seperate scripts that you could assign to dummies in 3dsmax. And each emitter could have a delay value so you could set up really cool chains of explosions.

You can see it a little in this old PS2 game we made several years ago http://www.tysoes.com/gameplay-4player-large.wmv

Being able to build and nest several emitters in your destructible objects with delay lets you create some really neat chains and secondary explosion effects. Not sure if it's possible to do geometry particles like in the video with standard ogre particles but still.

Evak

12-03-2009 04:18:59

Any news on the particle support for ofusion, been 3 months now ;) we have them in as a hack using user defined properties to name a particle script but official support would be nice.

I recently got a short term contract job where I have been forced to use Ogremax and that has a couple of nice basic features for particles and billboards which are quite handy. I MUCH prefer Ofusion of course, using ogremax is a bit frustrating without the WYSIWYG and I can't make materials without still using ofusion lol, but it would be nice to have these extra things supported natively in Ofusion and OSM.

Finding .scene quite frustrating and am glad we chose OSM for flow3d and flowED.