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SmothSmoth is Smmmmmmmmmmoooootttthhhhh!!


'''Notes for SimpleParticleSystem:'''
https://www.youtube.com/watch?v=ShNUz8dXTIY
^ gimp texturing in a similar style to my own for those who are poor and DON'T have a pegleg and a cutlas.
[09:09:47] <[LCC]jK> truth is there are only 2 facts: synced can never READ unsynced data, and unsynced can never WRITE synced data
[09:10:02] <[LCC]jK> everything else is allowed


<ul>
Plans for game developer restructure:<br/>3 sections, beginer, intermediate and advanced.


<li>
Game creation:<br/><br/>Beginner:(1 star)
'''float3 pos'''<br>
Origon point for your particle system.
</li><br>


<li>
#focus on how does I get my game in spring
'''[[AtlasedTexture]] texture'''<br>
#how can I alter what is already there
Texture for the particles, defined in resources.tdf.
#stay within knorkes beginner game, we want to have the user in a sort of sandbox.
</li> <br>
#think mutator


<li>
Intermediate:(2 stars)
'''float3 emitVector'''<br>
Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.
<br>
<br>
See my notes on vectors to understand how to use the vectors of this: <br>
''i.e. 0,1,0 is straight up''<br>
</li><br>


<li>
#focus on creating your own content and using it in game
'''[[CColorMap]] colorMap'''<br>
#introduce them into existing resources lua/models/art
This will give your system a range of colors spread over time.<br>
#most tutorials will be located here.
it has 4 parts:<br>
#think mod
RED, GREEN, BLUE, ALPHA
<br>
<br>
note: <br>
For additive blend use values that are low like: 0.1 or 0.05<br>
For overlay use 1.0<br>
see notes on overlay versus additive blend.<br>
</li><br>


<li>
Advanced:(3 stars)
'''float3 gravity'''<br>
Gravity applied along a vector. <br>


<br>For example, if you want your particles to fall after being emmited.<br>
#person is experience programmer or familiar with spring already.
Emitvector would be: 0,1,0<br>
#no tutorials, just informational links, this person wants information not how tos.
and gravity would need to be 0,-1,0<br>
This would result in particles falling straight down.


</li><br>
<br/>Map creation:


<li>
#pretty much just a big dump of all the map related resources for now.
'''float airdrag'''<br>
Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.
</li><br>


<li>
'''Notes for SimpleParticleSystem:'''
'''float particleLife'''<br>
Life of the particles in frames.
</li><br>


<li>
'''float particleLifeSpread'''<br>
Random number between 0 and particleLifeSpread added to particleLife.
</li><br>


<li>
'''int numParticles'''<br>
Number of particles that will be spawned.
</li><br>


<li>
'''float particleSpeed'''<br>
Initial speed of the particles.
</li><br>


<li>
*'''float3 pos'''<br/>Origon point for your particle system.
'''float particleSpeedSpread'''<br>
*'''[[AtlasedTexture]] texture'''<br/>Texture for the particles, defined in resources.tdf.
Random number between 0 and particleSpeedSpread added to particleSpeed.
*'''float3 emitVector'''<br/>Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.<br/><br/>See my notes on vectors to understand how to use the vectors of this:<br/>''i.e. 0,1,0 is straight up''
</li><br>
*'''[[CColorMap]] colorMap'''<br/>This will give your system a range of colors spread over time.<br/>it has 4 parts:<br/>RED, GREEN, BLUE, ALPHA<br/><br/>note:<br/>For additive blend use values that are low like: 0.1 or 0.05<br/>For overlay use 1.0<br/>see notes on overlay versus additive blend.
*'''float3 gravity'''<br/>Gravity applied along a vector.<br/><br/>For example, if you want your particles to fall after being emmited.<br/>Emitvector would be: 0,1,0<br/>and gravity would need to be 0,-1,0<br/>This would result in particles falling straight down.
*'''float airdrag'''<br/>Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.
*'''float particleLife'''<br/>Life of the particles in frames.
*'''float particleLifeSpread'''<br/>Random number between 0 and particleLifeSpread added to particleLife.
*'''int numParticles'''<br/>Number of particles that will be spawned.
*'''float particleSpeed'''<br/>Initial speed of the particles.
*'''float particleSpeedSpread'''<br/>Random number between 0 and particleSpeedSpread added to particleSpeed.
*'''float particleSize'''<br/>Size of the particles.
*'''float particleSizeSpread'''<br/>Random number between 0 and particleSizeSpread added to particleSize.
*'''float sizeGrowth'''<br/>Size added to particles each frame.
*'''float sizeMod'''<br/>Size frame multiplier.
*'''float emitRot'''<br/>Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.
*'''float emitRotSpread'''<br/>Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.
*'''bool directional'''<br/>If the particles should be oriented to point at the direction of their velocity.


<li>
'''Notes vectors:'''
'''float particleSize'''<br>
Size of the particles.
</li><br>


<li>
*Vectors are directional systems represented by a 3d graph here: [[File:Untitled-1.png]]<br/>See how each vector points along it's own line?<br/>We have 6 possible directions:<br/><center></center>
'''float particleSizeSpread'''<br>
Random number between 0 and particleSizeSpread added to particleSize.
</li><br>


<li>
X = right<br/>-X = left<br/>Z = Front<br/>-Z = Rear<br/>Y = Up<br/>-Y = Down
'''float sizeGrowth'''<br>
Size added to particles each frame.
</li><br>


<li>
WORK IN PROGRESS!
'''float sizeMod'''<br>
Size frame multiplier.
</li><br>
 
<li>
'''float emitRot'''<br>
Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.
</li><br>
 
<li>
'''float emitRotSpread'''<br>
Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.
</li><br>


<li>
<br/>'''Notes Additive blend versus overlay blend:''' WORK IN PROGRESS!
'''bool directional'''<br>
If the particles should be oriented to point at the direction of their velocity.
</li><br>


</ul>
*ADDTITIVE
*OVERLAY


'''Notes vectors:'''
<br/>IsShield=1; // if 1 mean the weapon is a shield and not a weapon shieldrepulser=1; // 0=destroy projectile,1=repulse (bounce) projectile smartshield=1; // 1=shield doesnt affect allies weapons exteriorshield=1; // 1=shield doesnt affect weapons fired from within shield visibleshield=1; // 1=see a visible shell representing the shield visibleshieldrepulse=1; // 1=see a beam showing when shield repulses something shieldenergyuse=10; // how much energy the shield use when repulsing/destroying something shieldforce=1000; // how hard shield can accelerate some sort of projectiles away shieldradius=30; // size of shield effect shieldmaxspeed=1100; // maximum speed the shield can push some sort of projectiles away shieldpower=300; // how much power the shield can store, power is drained by the affected weapons damage, 0=infinite shieldpowerregen=5; // how fast the shield regenerates power shieldpowerregenenergy=10; // how much energy the shield uses when regenerating power shieldintercepttype=2; // which types of weapon the shield can affect (bitfield) //interceptedbyshieldtype=; // which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other shieldgoodcolor=0.0 0.05 0.75; // color of shield when power is full shieldbadcolor=0.6 0.05 0.75; // color of shield when power is empty shieldalpha=1; // how visible the shield shell is with visibleshield=1


<ul>


<li>
=SMOTHS SVN STUFFS!=
Vectors are  directional systems represented by a 3d graph here:
==Credentials==
[[Image:Untitled-1.png]]<br>
This is a limited acess account to allow people to go in and read/test code bits. I am not officially releasing ANYTHING in this svn. Just that it is here for people to read and try things out for the betterment of the community.
See how each vector points along it's own line?
<br>
We have 6 possible directions:<br>
<center>
X = right<br>
-X = left<br>
Z = Front<br>
-Z = Rear<br>
Y = Up<br>
-Y = Down<br>
</center>
WORK IN PROGRESS!
</li><br>
</ul>


'''User: tester'''


'''Notes Additive blend versus overlay blend:'''
'''Pass: rageflame'''


<ul>
WORK IN PROGRESS!<br>


<li>
==Spring TD==
ADDTITIVE<br>
I have no idea WHAT is in here, just a bunch of stuff from the old spring towerdefense project. I am not sure if it even works. it is a largely untested/unmaintained vaporware wasteland.


</li><br>
https://venture2.projectlocker.com/GundamRTSdevs/Spring_TD/svn


<li>
==my halloween thing==
OVERLAY<br>
just a bunch of stuff from a while back was mostly just trying out some ideas. Another lua testbed where I played with some ideas. Not all code is complete or actually properly done/functional. Some more recent chili tinkering. Nothing big yet just a bunch of random stuff.


</li><br>
https://venture2.projectlocker.com/GundamRTSdevs/Halloween/svn
</ul>


==My test bed for my next project==
contains several sdds, they just get them all.


IsShield=1; // if 1 mean the weapon is a shield and not a weapon
https://venture2.projectlocker.com/GundamRTSdevs/RTSCore/svn
shieldrepulser=1; // 0=destroy projectile,1=repulse (bounce) projectile
smartshield=1; // 1=shield doesnt affect allies weapons
exteriorshield=1; // 1=shield doesnt affect weapons fired from within shield
visibleshield=1; // 1=see a visible shell representing the shield
visibleshieldrepulse=1; // 1=see a beam showing when shield repulses something
shieldenergyuse=10; // how much energy the shield use when repulsing/destroying something
shieldforce=1000; // how hard shield can accelerate some sort of projectiles away
shieldradius=30; // size of shield effect
shieldmaxspeed=1100; // maximum speed the shield can push some sort of projectiles away
shieldpower=300; // how much power the shield can store, power is drained by the affected weapons damage, 0=infinite
shieldpowerregen=5; // how fast the shield regenerates power
shieldpowerregenenergy=10; // how much energy the shield uses when regenerating power
shieldintercepttype=2; // which types of weapon the shield can affect (bitfield)
//interceptedbyshieldtype=; // which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other
shieldgoodcolor=0.0 0.05 0.75; // color of shield when power is full
shieldbadcolor=0.6 0.05 0.75; // color of shield when power is empty
shieldalpha=1; // how visible the shield shell is with visibleshield=1

Latest revision as of 23:28, 7 September 2014

https://www.youtube.com/watch?v=ShNUz8dXTIY ^ gimp texturing in a similar style to my own for those who are poor and DON'T have a pegleg and a cutlas. [09:09:47] <[LCC]jK> truth is there are only 2 facts: synced can never READ unsynced data, and unsynced can never WRITE synced data [09:10:02] <[LCC]jK> everything else is allowed

Plans for game developer restructure:
3 sections, beginer, intermediate and advanced.

Game creation:

Beginner:(1 star)

  1. focus on how does I get my game in spring
  2. how can I alter what is already there
  3. stay within knorkes beginner game, we want to have the user in a sort of sandbox.
  4. think mutator

Intermediate:(2 stars)

  1. focus on creating your own content and using it in game
  2. introduce them into existing resources lua/models/art
  3. most tutorials will be located here.
  4. think mod

Advanced:(3 stars)

  1. person is experience programmer or familiar with spring already.
  2. no tutorials, just informational links, this person wants information not how tos.


Map creation:

  1. pretty much just a big dump of all the map related resources for now.

Notes for SimpleParticleSystem:



  • float3 pos
    Origon point for your particle system.
  • AtlasedTexture texture
    Texture for the particles, defined in resources.tdf.
  • float3 emitVector
    Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.

    See my notes on vectors to understand how to use the vectors of this:
    i.e. 0,1,0 is straight up
  • CColorMap colorMap
    This will give your system a range of colors spread over time.
    it has 4 parts:
    RED, GREEN, BLUE, ALPHA

    note:
    For additive blend use values that are low like: 0.1 or 0.05
    For overlay use 1.0
    see notes on overlay versus additive blend.
  • float3 gravity
    Gravity applied along a vector.

    For example, if you want your particles to fall after being emmited.
    Emitvector would be: 0,1,0
    and gravity would need to be 0,-1,0
    This would result in particles falling straight down.
  • float airdrag
    Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame.
  • float particleLife
    Life of the particles in frames.
  • float particleLifeSpread
    Random number between 0 and particleLifeSpread added to particleLife.
  • int numParticles
    Number of particles that will be spawned.
  • float particleSpeed
    Initial speed of the particles.
  • float particleSpeedSpread
    Random number between 0 and particleSpeedSpread added to particleSpeed.
  • float particleSize
    Size of the particles.
  • float particleSizeSpread
    Random number between 0 and particleSizeSpread added to particleSize.
  • float sizeGrowth
    Size added to particles each frame.
  • float sizeMod
    Size frame multiplier.
  • float emitRot
    Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector.
  • float emitRotSpread
    Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere.
  • bool directional
    If the particles should be oriented to point at the direction of their velocity.

Notes vectors:

  • Vectors are directional systems represented by a 3d graph here:
    See how each vector points along it's own line?
    We have 6 possible directions:

X = right
-X = left
Z = Front
-Z = Rear
Y = Up
-Y = Down

WORK IN PROGRESS!


Notes Additive blend versus overlay blend: WORK IN PROGRESS!

  • ADDTITIVE
  • OVERLAY


IsShield=1; // if 1 mean the weapon is a shield and not a weapon shieldrepulser=1; // 0=destroy projectile,1=repulse (bounce) projectile smartshield=1; // 1=shield doesnt affect allies weapons exteriorshield=1; // 1=shield doesnt affect weapons fired from within shield visibleshield=1; // 1=see a visible shell representing the shield visibleshieldrepulse=1; // 1=see a beam showing when shield repulses something shieldenergyuse=10; // how much energy the shield use when repulsing/destroying something shieldforce=1000; // how hard shield can accelerate some sort of projectiles away shieldradius=30; // size of shield effect shieldmaxspeed=1100; // maximum speed the shield can push some sort of projectiles away shieldpower=300; // how much power the shield can store, power is drained by the affected weapons damage, 0=infinite shieldpowerregen=5; // how fast the shield regenerates power shieldpowerregenenergy=10; // how much energy the shield uses when regenerating power shieldintercepttype=2; // which types of weapon the shield can affect (bitfield) //interceptedbyshieldtype=; // which types of shields can affect this weapon, if (shieldInterceptType & interceptedByShieldType) is not zero the shield can affect the weapon, default 1 for plasma, 2 for laser, 4 for missiles, 0 for other shieldgoodcolor=0.0 0.05 0.75; // color of shield when power is full shieldbadcolor=0.6 0.05 0.75; // color of shield when power is empty shieldalpha=1; // how visible the shield shell is with visibleshield=1


SMOTHS SVN STUFFS!

Credentials

This is a limited acess account to allow people to go in and read/test code bits. I am not officially releasing ANYTHING in this svn. Just that it is here for people to read and try things out for the betterment of the community.

User: tester

Pass: rageflame


Spring TD

I have no idea WHAT is in here, just a bunch of stuff from the old spring towerdefense project. I am not sure if it even works. it is a largely untested/unmaintained vaporware wasteland.

https://venture2.projectlocker.com/GundamRTSdevs/Spring_TD/svn

my halloween thing

just a bunch of stuff from a while back was mostly just trying out some ideas. Another lua testbed where I played with some ideas. Not all code is complete or actually properly done/functional. Some more recent chili tinkering. Nothing big yet just a bunch of random stuff.

https://venture2.projectlocker.com/GundamRTSdevs/Halloween/svn

My test bed for my next project

contains several sdds, they just get them all.

https://venture2.projectlocker.com/GundamRTSdevs/RTSCore/svn