Particles.....

Discussion in 'Ideas and Suggestions' started by Artistterrymartin, Mar 22, 2025.

  1. Artistterrymartin

    Artistterrymartin
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    Joined:
    May 5, 2019
    Messages:
    852
    I can say before anyone goes to heavy on particles, they need to make them more dummy proof for editing. They can exist into many places at one time and all conflict with one another.

    -Packed in a Zip in mod folder
    -Packed in a level in mod folder.
    -in the user folder in the art/shapes/particles (placed here when working on them)
    -in the install path as in the art/shapes.zip
    _One problem is giving option to save particles to level instead of to files.
    -Best place for them when not loading from zipped install path is the art/shapes/particles.
    -Be even better Mods with custom particles did not load from anywhere but that particular zip they are in. Think that would be best.

    _packed as

    My_Mod.zip
    Folder Folder Folder
    art/shapes/particles vehicles/my_mod lua/common/particles.json (where new Node materials and particle influences are changed)

    Another problem is if I make particles, you make particles, a few others and we all have different BNGP_200s with all mods loading particles at same time, which one you think it picks...It tries to load them all.

    I have been messing with them for quite a while now. Because of the problems with the particles I can not get my custom ones in the repo. But share them on my channel. I was a little disappointed in the effort to resolve the problem to allow me to post them here.. But I get it, I likely am the only person wanting to fool with them, or care about them. Or its in development new particle system and waiting too on Vulkan to improve.

    I would love to do more extensive work with them. It is what I enjoy modding the most.
    Thanks!
     
  2. Neverless

    Neverless
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    Joined:
    Sep 18, 2016
    Messages:
    257
    Have to confirm the conflict potential and the solution to this is currently only lua
    eg.
    I define my particles here (and these files only contain my particles only) all with unique names
    https://github.com/OfficialLambdax/BeamNG-Powerups/tree/main/art/shapes/pwu/particles

    Then you load the particle data first and then the emitter like this
    https://github.com/OfficialLambdax/.../ge/extensions/libs/PowerUpsExtender.lua#L338 (function)
    https://github.com/OfficialLambdax/...a/ge/extensions/libs/PowerUpsExtender.lua#L88 (im loading it here)

    Thats the only method i found so far to load any kind of a asset right know without being in any conflict with another and that from any path you want
     
  3. Artistterrymartin

    Artistterrymartin
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    Joined:
    May 5, 2019
    Messages:
    852
    These are mine being used with the tornado. I just have the tornado as the unicycle guy for now. You exit car and you are the tornado. Once you spawn, turn on Force Field. The Lua is basically reverse forcefield but I had chat gtp make it so it stays on for only one vehicle. Allowing you to play other cars and be pulled into it. The particles are how I been doing mine. Its fine if only one mod with particles is loaded.
    A problem is that the forcefield is going to be active when playing the regular game. All of a sudden your driving and all the cars come to you. But it was the only way I knew to pack it to make it work.
    I think your right for any solution. I will defiantly check out how you did yours!
    Hey many one day they will fix the animated particle so we can have 4 different pictures per particle.
    Or... One bounce particles would really be nice.
    Thanks for reply!
     

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