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View Full Version : "remove existing particles" does not work anymore


BmB23
22nd Apr 2005, 03:31 PM
Well... I got a problem; my particle editor option have been replaced with a "remove existing particles" nothing happens when I click it.

what is wrong?

I'm afraid I will have to reinstall (I have the 6-disc edition so you see my problem.)

and I have a note... the udn says that unreal engine 2.x cant make realtime shadows.

yet the character has a realtime shadow. it goes through stuff and is'nt affected by lights but it is still a realtime shadow. (you think I'm stupid but try and press f4 and do all sorts of stuff... it reflects the model correctly in any case)

JonAzz
22nd Apr 2005, 10:40 PM
the remove existing particles thing I think only does it for the emitter you have selected.

dunno bout the shadows...

[SAS]Solid Snake
23rd Apr 2005, 12:16 AM
JonAzz is correct.

the udn says that unreal engine 2.x cant make realtime shadows.In the sense of global illumination such as Doom 3 where everything can cast a shadow.

yet the character has a realtime shadow. it goes through stuff and is'nt affected by lights but it is still a realtime shadow.Yeah ... a lot of us coders have done realtime lighting for some things back in UT2003 days. Look it up in the wiki. Don't over do it however, the FPS drops like mad.

BmB23
23rd Apr 2005, 01:48 AM
hmm... neat that.

but my original question and the real purpose of this thread has not been covered:

Why does my particle editor not work?

BmB23
24th Apr 2005, 08:31 AM
I still want to know the fix but its sort of nvm now as i seem to have f'ed up one of my ini's

I can run the game but i have to go in and fix every time before i start.

so re-install is a neccesity right now.

JonAzz
24th Apr 2005, 03:03 PM
yeah I would say so... it sometime might help that after a clean install and after the patching to make a backup of all the .ini's used for the editor and/or ut2004. I used to do this with UT99 whenever I ran into a problem and it worked fine.
Now if only I could figure out how to do something like that for 3ds max...

CK-Atlantic
24th Apr 2005, 05:36 PM
In the sense of global illumination such as Doom 3 where everything can cast a shadow.

What has global illumination to do with casting realtime shadows. These are completely different things. The first engine which can handle GI in realtime is the U-Engine 3. Doom 3 can't.

Jackal
25th Apr 2005, 12:00 PM
What has global illumination to do with casting realtime shadows. These are completely different things. The first engine which can handle GI in realtime is the U-Engine 3. Doom 3 can't.


try re-reading his post. It makes sense. As far as the Clear particle thing, I can only seem to get some of them clear, but not all. All try a few things tonight and get back to ya.

[SAS]Solid Snake
25th Apr 2005, 05:15 PM
CK-Atlantic: Your correct that they are different things, but in the sense of real-time and prerendered scenes. What I meant by the above statement is that Doom 3 does not use any sort of light maps to generate the shadows. A light you place somewhere will cast shadows dynamically where as in UE2.x lights simply indicate areas of bright/coloured spots in which lightmaps are generated. After that the best thing lights can do is dynamic lighting ... which isn't the same.

I don't think UE3 uses Global Illumination in the same sense as prerendered scenes. GI is still far to expensive to be considered in real-time. I would be more inclined to think that it uses PRT, precomputed radiance transfer as shown by this example:

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/PRT/PRT.asp

Since UE3 is DX9 only this isn't a problem. But it still doesn't show any suggestions for proper illumination of material surfaces which is what GI is describing.

This image here is more inidcative of what GI actually is: http://graphics.ucsd.edu/~henrik/images/imgs/cboxgi.jpg

As you can see in the image, there are two rather reflective glass balls. The ceiling and floor have inherieted some of the colour from the wall due to light reflections and at the bottom of the right glass ball there is a concentration of light.

This is another good example,
http://www.richardrosenman.com/gallery/cornell_box2.jpg
I doubt very much UE3 uses GI in the same sense as these, as real time applications of GI are still very slow.

CK-Atlantic
26th Apr 2005, 05:34 AM
Okay now I get what you meant. I know that realtime GI is very slow, but I thought that I heard this in a UE3-techdemo-movie. Perhaps I heard something wrong because this feature is not on the list of the official UE3-techsite. Sry.

[SAS]Solid Snake
26th Apr 2005, 06:46 AM
Is all good, however, UE3 also has a similar approach to Doom 3's light model in that all lights can cast shadows as well every object can receive and cast shadows themselves.

GI is still not possible in realtime unfortunately. When we start seeing raytracing in hardware we might be able to implement a faster solution.

Kantham
26th Apr 2005, 06:51 AM
I got a problem with Particle editor that can't almost be solved

I can't have a good result when i duplicate my emmiters. they will mix up together or simply don't apear.

I decided to NOT use the particle editor anymore.

Mychaeel
26th Apr 2005, 07:35 AM
I can't have a good result when i duplicate my emmiters. they will mix up together or simply don't apear.

I decided to NOT use the particle editor anymore.
That's a consequence of how Emitters are set up, not one of using the particle editor.

Specifically, every Emitter houses one or several ParticleEmitter objects -- duplicating the Emitter does not duplicate the ParticleEmitter objects as well, so they're "shared" by the original Emitter and its duplicate, and that simply usually won't work as expected.

It'll probably work better to copy/paste an Emitter in order to duplicate it -- that should duplicate the ParticleEmitter objects it references as well.

BmB23
26th Apr 2005, 08:24 AM
I tried Reinstalling And I Opened up Ued and the Particle Editor was still unavailable...

I would really like to know how to solve this problem.

I cant concentrate as long as I'm limited to the uber difficult Properties... I ****ing want my Particle Editor.