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Explosion Particles in High Framerate Recordings
posted in Q/A Help
1
#1
0 Frags +

Thanks Cyanic!
For anyone who has the same issue, here's the file
Edited explosion.pcf

While recording in high frame rates for frame blending like AVI Recorder allows for example, I've noticed the shrapnel particles of explosions don't slow down like the rest of the particle effects causing them to bounce around the screen for longer than usual. I was wondering if anyone had a way to remove these or limit their lifetime somehow.

The only solution I've found has been to use an alternative explosion like those of the No explosion smoke script, problem is I'd really like to use the stock standard explosions in recordings, any work around or edited explosions would be great!

Here's an example of what I mean:

https://www.youtube.com/watch?v=INZiq0IRzBE

Thanks Cyanic!
For anyone who has the same issue, here's the file
[url=https://drive.google.com/open?id=1aAtDrNZNvNjMrTfSkxWnYRU-N5S92g0n]Edited explosion.pcf[/url]

While recording in high frame rates for frame blending like AVI Recorder allows for example, I've noticed the shrapnel particles of explosions don't slow down like the rest of the particle effects causing them to bounce around the screen for longer than usual. I was wondering if anyone had a way to remove these or limit their lifetime somehow.

The only solution I've found has been to use an alternative explosion like those of the No explosion smoke script, problem is I'd really like to use the stock standard explosions in recordings, any work around or edited explosions would be great!

Here's an example of what I mean:
[youtube]https://www.youtube.com/watch?v=INZiq0IRzBE[/youtube]
2
#2
0 Frags +

what framerate are you recording at? I haven't seen this problem to this extreme before.

what framerate are you recording at? I haven't seen this problem to this extreme before.
3
#3
0 Frags +

you can change the behaviour of the flying embers so they fade out after they contact with a surface

you can change the behaviour of the flying embers so they fade out after they contact with a surface
4
#4
9 Frags +

Mod it so it turns the particles into tiny Heavy Weapons Guys.

Mod it so it turns the particles into tiny Heavy Weapons Guys.
5
#5
0 Frags +
Cyanicwhat framerate are you recording at? I haven't seen this problem to this extreme before.

I'm recording at 1,920 fps for a 32x frame blending factor.

forestfiresyou can change the behaviour of the flying embers so they fade out after they contact with a surface

Any idea how I would do that?

[quote=Cyanic]what framerate are you recording at? I haven't seen this problem to this extreme before.[/quote]
I'm recording at 1,920 fps for a 32x frame blending factor.

[quote=forestfires]you can change the behaviour of the flying embers so they fade out after they contact with a surface[/quote]
Any idea how I would do that?
6
#6
whitelist.tf
3 Frags +
TwistyCyanicwhat framerate are you recording at? I haven't seen this problem to this extreme before.I'm recording at 1,920 fps for a 32x frame blending factor.

Source engine will start doing funky things above 1k fps, try the same recording, but cap it at 960 (still 16x 60)

[quote=Twisty][quote=Cyanic]what framerate are you recording at? I haven't seen this problem to this extreme before.[/quote]
I'm recording at 1,920 fps for a 32x frame blending factor.[/quote]
Source engine will start doing funky things above 1k fps, try the same recording, but cap it at 960 (still 16x 60)
7
#7
2 Frags +
Twistyforestfiresyou can change the behaviour of the flying embers so they fade out after they contact with a surfaceAny idea how I would do that?

Assuming he's talking about editing the particle itself, the quickest way would be to launch the game with -tools and use the particle editor. however if you have SFM installed using SFM's particle editor is more convenient imo. The properties of each particle are fairly easy to understand so you shouldn't have any issues fixing it.

However its probably worth going with what wiethoofd said, although I'm not sure why you want to use frame blending in all honesty.

[quote=Twisty]
[quote=forestfires]you can change the behaviour of the flying embers so they fade out after they contact with a surface[/quote]
Any idea how I would do that?[/quote]

Assuming he's talking about editing the particle itself, the quickest way would be to launch the game with -tools and use the particle editor. however if you have SFM installed using SFM's particle editor is more convenient imo. The properties of each particle are fairly easy to understand so you shouldn't have any issues fixing it.

However its probably worth going with what wiethoofd said, although I'm not sure why you want to use frame blending in all honesty.
8
#8
0 Frags +
WiethoofdSource engine will start doing funky things above 1k fps, try the same recording, but cap it at 960 (still 16x 60)

While it's a lot better it's still there unfortunatly. While recording I'll notice all other particles moving very slowly except for the shrapnel, they still goes at full speed, weird.

CyanicAssuming he's talking about editing the particle itself, the quickest way would be to launch the game with -tools and use the particle editor. however if you have SFM installed using SFM's particle editor is more convenient imo. The properties of each particle are fairly easy to understand so you shouldn't have any issues fixing it.

However its probably worth going with what wiethoofd said, although I'm not sure why you want to use frame blending in all honesty.

So far I removed the particle that was causing the issue, and for whatever reason the entire explosion went invisible in-game haha, I'll keep fiddling around with it and see what happens. Thanks!

Yeah frame blending is pretty hit or miss with most people, personal preference I suppose. :P

[quote=Wiethoofd]Source engine will start doing funky things above 1k fps, try the same recording, but cap it at 960 (still 16x 60)[/quote] While it's a lot better it's still there unfortunatly. While recording I'll notice all other particles moving very slowly except for the shrapnel, they still goes at full speed, weird.

[quote=Cyanic]
Assuming he's talking about editing the particle itself, the quickest way would be to launch the game with -tools and use the particle editor. however if you have SFM installed using SFM's particle editor is more convenient imo. The properties of each particle are fairly easy to understand so you shouldn't have any issues fixing it.

However its probably worth going with what wiethoofd said, although I'm not sure why you want to use frame blending in all honesty.[/quote] So far I removed the particle that was causing the issue, and for whatever reason the entire explosion went invisible in-game haha, I'll keep fiddling around with it and see what happens. Thanks!

Yeah frame blending is pretty hit or miss with most people, personal preference I suppose. :P
9
#9
0 Frags +

I was able to fix it! Thanks Cyanic, I wouldn't have tried editing the explosions myself if you hadn't said they were fairly easy to understand Heh

Here's what they look like now, not as fancy but I'll take it over the insane shrapnel

https://www.youtube.com/watch?v=K26N9R8JGPw&feature=youtu.be

I was able to fix it! Thanks Cyanic, I wouldn't have tried editing the explosions myself if you hadn't said they were fairly easy to understand Heh

Here's what they look like now, not as fancy but I'll take it over the insane shrapnel
[youtube]https://www.youtube.com/watch?v=K26N9R8JGPw&feature=youtu.be[/youtube]
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