Author Topic: [Sharing] public particle component pack  (Read 9953 times)

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Craig

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[Sharing] Re: public particle compoment pack v1
« Reply #90 on: November 28, 2016, 02:59:02 AM »
My mistake, I forgot rotation is continuous. Regarding how many tracks can be put down, I guess you could always use the proximity value to enable tracks across the whole map.

.ok

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Re: public particle compoment pack v1
« Reply #91 on: November 28, 2016, 05:54:41 AM »


sorry for particles not popping up fast enough...i could probably improve the proximity settings,or i might redo the tracks to have less emitters being used




.ok

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Re: public particle compoment pack v1
« Reply #92 on: November 29, 2016, 12:57:44 AM »
my goal for the train railroad ties is to have 4 sets useable

  • the 1st set,that i have done now,where i might do 2 or 3 more variants of track(maybe not)
  • a 2nd set that has less details in them,but so players can use more on the map
  • a 3rd set that would have the most details,but would use more emitters...so these would be for those who wouldnt use as many tracks on their map
  • i might do a bigger set...idk how ima go quality wise,but this set would probably be more ideal for using actual trains on your map,where the 1st set was more ideal for people who wanted to add minecarts/wanted tracks

it'll take longer than i was planning on spending on ties,but atleast i could offer multiple options for people to use depending on their situation
« Last Edit: November 29, 2016, 01:42:23 AM by .ok »




Platinum Dryym

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Re: public particle compoment pack v1
« Reply #93 on: November 29, 2016, 10:12:57 AM »
Have you considered the possibility of switching from particle emitters to proximity blocks with looping scripts attached?

The benefit here is that they could be infinitely more space efficient, And if you wanted, You could work in easy rotation using vars.


I honestly don't think it would be that much harder than the particle interface is now.

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Re: public particle compoment pack v1
« Reply #94 on: November 30, 2016, 03:31:28 PM »
This is impressive! I presume it involves a lot of trial and error?

.ok

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Re: public particle compoment pack v1
« Reply #95 on: December 01, 2016, 01:31:23 AM »
I presume it involves a lot of trial and error?
As far as how?


Have you considered the possibility of switching from particle emitters to proximity blocks with looping scripts attached?

The benefit here is that they could be infinitely more space efficient, And if you wanted, You could work in easy rotation using vars.


I honestly don't think it would be that much harder than the particle interface is now.
I did think about trying scripts,where I think there was a bug or 2  that made it hard to actually script them

I forget the reasons why I didn't want to where I'll post them when I remember them,but 2 of the problems were knowing  where the particle would go,and then the biggest thing from preventing me from doing it is that you can't share scripts out easily

I'll try a test on one and see how it goes,but idk what I'm going to do via the xyz coordinates,especially being its based off of 1 block and not multiple

Also what do you mean by rotation by vars..give me an example
« Last Edit: December 01, 2016, 02:37:37 AM by .ok »




.ok

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Re: public particle compoment pack v1
« Reply #96 on: December 01, 2016, 05:29:20 AM »
made a quick coat hanger





might try different ones like these as well









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Re: public particle compoment pack v1
« Reply #97 on: December 01, 2016, 06:16:48 AM »
You should make one of the ones that stand up (I think they're called hat stands)


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.ok

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Re: public particle compoment pack v1
« Reply #98 on: December 01, 2016, 06:21:50 AM »
You should make one of the ones that stand up (I think they're called hat stands)
That was one of the early on ideas given to me by casual onion I think

I'll get to eventually.depending on how it goes I might add a hat or 2 but I'm kinda limited on hat design




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Re: public particle compoment pack v1
« Reply #99 on: December 01, 2016, 06:35:10 AM »
That was one of the early on ideas given to me by casual onion I thinkI'll get to eventually.depending on how it goes I might add a hat or 2 but I'm kinda limited on hat design

Oh right I didn't realise it was already suggested.. Anyways what are you currently working on at the moment??


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.ok

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Re: public particle compoment pack v1
« Reply #100 on: December 02, 2016, 12:41:07 AM »
That was one of the early on ideas given to me by casual onion I thinkI'll get to eventually.depending on how it goes I might add a hat or 2 but I'm kinda limited on hat design

Oh right I didn't realise it was already suggested.. Anyways what are you currently working on at the moment??
tbh idk what items I do in order

For the most part it's random lol;or I just look through the list to do and then depending on the amount of time I have to work on something I based it off of that,where I don't wanna do something hard when I have 1-3 hours to spare,where if it's gonna take me a while to do the item then I usually wait on doing it until a day I have off from work or the weekend




.ok

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Re: public particle compoment pack v1
« Reply #101 on: December 02, 2016, 04:39:38 AM »
Made a quick wall vent





Probably could've used less emitters,but I couldn't figure out how to make the lines even in the center,so i tried my best
plus I wanted to have it look like there was actually a steel grating/fence look and not have a flat feel.it might of used a few more emitters but it was worth it

I was going to try and do one more item but I ran out of time




.ok

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Re: public particle compoment pack v1
« Reply #102 on: December 03, 2016, 03:33:10 AM »


I got the sims just now so ima be using the sims and maybe some of the dlc for some ideas...and based off of what i remember the sims being like,im sure it's def going to come in handy with alot of interior items for houses,which will help alot

ill post more info on what i find later today




.ok

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Re: public particle compoment pack v1
« Reply #103 on: December 05, 2016, 01:58:20 AM »
made a picnic table





might add some different styles or colors to choose from




.ok

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Re: public particle compoment pack v1
« Reply #104 on: December 06, 2016, 02:49:34 AM »
have a bunch to add to the particle pack today
big thanks to tate for donating some of his particles to the pack

My particles:

grill
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i wanted to do the coals better or add more,but i only had 4 emitter spots left i couldve added before i hit 50 and i wanted to keep it below 50 emitters.I have a cool idea for a script that i wanna do with the grill later that i'll post later after its done,but i added some smoke to the coals


flies
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Crazytater' particles


bonfire/camp fire
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2 different anvils
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youtube logo
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lamp post
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quest markers
red yellow,white,green,blue,and a yellow ? mark
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pickup
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a mist effect
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waterfall effect
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volcano effect
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some kind of siren
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« Last Edit: December 06, 2016, 03:15:51 AM by .ok »