Monday, May 11, 2009

Realtime Particles

Jason Busby's video tutorials that comes with the Unreal Tournament 3 Collector's Edition does a pretty good job explaining about realtime particles in Unreal Editor. So, I won't really be going into this area except to highlight some important pointers (via screencapture) just as a reminder about the kinds of parameters one should roughly have to make the particles work nicely.

Start by right-clicking on the Generic Browser and create New ParticleSystem.

This will be the package you will be saving it to.

Next, Unreal Editor will open up Cascade, the realtime particle editor within Unreal.

Upon creating New ParticleSpriteEmitter, you are presented with a very basic particle effect with 3 basic functions. Right-click to add more and more features to it as per requirement. Remember, only add stuff that makes a difference to the look/behaviour of the particle. Any small and unnoticeable effects should be avoided to keep things light and processor-friendly.

If you open up Envy_Effects.upk from the Effects folder, you will find many ready-to-use neat effects.

The final list of attributes for a sparks effects should have roughly these in the stack.

Some effects like collision may not show up in the Cascade preview so check if it is working in-game.

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