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BFME Particle Editor (Viewer for now...)

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#41 Ridder Geel

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Posted 16 June 2013 - 11:04 PM

Viewer is fairly functional at this moment, all that's really left is making the UI, which is where I'm at right now...

Can't give a release date, but i hope to have it ready to "release" within a month :p


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#42 Ridder Geel

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Posted 29 August 2013 - 06:36 PM

Ok obviously time for a little update here...

After having a whole butload of issues to get the interface working correctly it finally seems to be working out a bit better.

Interface is still not done, obviously, but now i have a question for the community.

Might you guys want to see it released as a viewer for the time being? :)


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#43 Lauri

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Posted 29 August 2013 - 07:39 PM

Yes. It's a nice way to learn how the current stuff works by simply looking at it. Wouldn't it basically be a fully functional version, only it requires you to manually change the fx code? That's grand for me.


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#44 Ridder Geel

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Posted 30 August 2013 - 12:36 AM

Well it doesn't show everything 100% accurate, but i do believe it shows what the old BFME Particle viewer once showed... :p

And yea at the moment the only part of the UI (that finally works) is selecting a particle system to view :xd:

Suppose you don't really need much more for viewing...


Edited by Ridder Geel, 30 August 2013 - 12:37 AM.

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#45 Radspakr Wolfbane

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Posted 30 August 2013 - 01:31 AM

So it exports properly?


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#46 Ridder Geel

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Posted 30 August 2013 - 10:14 AM

Well yes, but changing values does not do anything at the moment :xd:

Thus re-exporting has completely no use at the moment :p


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#47 Echo

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Posted 30 August 2013 - 10:44 AM

Sounds good indeed, will help me a lot   :good:


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#48 MattTheLegoman

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Posted 30 August 2013 - 11:58 AM

It may even help me as I have a growing interest in making things for maps. =D


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#49 Ridder Geel

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Posted 30 August 2013 - 01:43 PM

Ok time for me to clean it up a bit and see if i can 'release' a particle viewer then :)


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#50 Ridder Geel

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Posted 05 September 2013 - 10:37 AM

Ok lads... here you go...

Took a bit longer than expected, but here is the viewer, for now that is :p

Check the first post for more information, and let me know if something doesn't work or whatever, keep in mind this program is in its early ALPHA stages, not even "BETA" ;)


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#51 Echo

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Posted 05 September 2013 - 12:53 PM

Good job, thanks for making & sharing :)


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#52 MattTheLegoman

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Posted 05 September 2013 - 12:55 PM

Now it is time for me to start making moving stars for my maps. ;D

Thanks RG.


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#53 Ridder Geel

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Posted 05 September 2013 - 01:16 PM

Ghehe no problem :p Let me know if you run into issues ;)


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#54 Goldtouch

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Posted 05 September 2013 - 01:35 PM

What a gift thanks RG  :grin:



#55 Radspakr Wolfbane

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Posted 05 September 2013 - 11:49 PM

This thing gets hungry and chews up quite a bit of CPU.

Doesn't look like there's dds support yet.

It doesn't seem to read PRIORITY other than ALWAYS_RENDER

It also doesn't seem to read ; as comment.

It's encouraging I can't wait for the complete version.


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#56 Ridder Geel

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Posted 06 September 2013 - 10:22 AM

Lol wait whut...

It doesn't read ; as comment? :p Oh boy...

Well ok, where in the sentence? Like at the start? Or somewhere else? :p

I'd say send me the ini with it, and ill make sure it can parse it :D

Well it reads everything just fine as far as i know, but there isn't any difference in the rendering of it :)

DDS support is not there yet, but that's one of the last things i plan to implement, since using tga is good enough for now :p

And yea CPU stuff... Need to optimize, but that's the last thing on any program's list :D

Thanks for the feedback Rad, much appreciated :)


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#57 Goldtouch

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Posted 06 September 2013 - 10:50 AM

Open the fxparticlesystem.ini in your program get ready to hold the enter button  :thumbsupxd:



#58 Ridder Geel

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Posted 06 September 2013 - 11:10 AM

Lol... I test with the original ini... so yea... i know its a whole load of particle systems :p :D


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#59 DIGI_Byte

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Posted 06 September 2013 - 11:22 AM

Question, Will this be BFME2 Compatible?



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#60 Ridder Geel

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Posted 06 September 2013 - 11:27 AM

How so? :p

This is based on the BFME 2 particle system stuff, so i suppose so yes? :p


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