#enfusion_particles

1 messages · Page 2 of 1

amber arrow
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I still think that there just collision is off with dynamic objects/vehicles for blast triggers or spawning trigger via particle is the problem

true bear
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Can you do me a favour and see if it’s connecting with players and terrain

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That will confirm both our suspicions

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Additionally you should also try to hit a vehicle tire if that makes a difference

amber arrow
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trigger blast doesnt interact with players/bots

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tire also doesnt work

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I made a lot of tests but let me check again with video

floral ocean
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This also has to do with the shear amount of spalling the rpg heat shell has

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I know the tracless explosion mod is just a ticked box in a conf file can’t remember what one

true bear
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This has been an issue for a bit now. I’m going to do some research when I’m home and root the issue completely

amber arrow
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I somehow was able to fix particle oriented setting with chatgpt in my BetterHitsEffects mod lol

true bear
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Unless you’re talking about the “.ptc” which in that case Chat GPT can edit them and create yes. As far as enforce no. Well to an extent the scripter has to have knowledge for it to even work in some favourable manner.

amber arrow
# true bear Define what you mean by this

So a long time ago (since particle update ever was published by Bi) settings in blast triggers "Particle oriented" and "First contact only" didnt work (so they do now in vanilla), so I made a ticket like a year ago about this problem (https://feedback.bistudio.com/T180643, video https://www.youtube.com/watch?v=OxNgU-DwnRg) and it problem still there. Yesterday I was upset that effects on rpg explosion was looking bad on buildings (since effect always spawn upward) and tried to fix it via AI and I just sent code from "SCR_ParticleOnContactComponent" to deepseek with mega prompt "why eoncontact doesnt work" and with some miracle it was able to identify problem with 3d matrix in code and sent me WORKING code - but since I dont understand anything about scripting, I didnt know how to put code in workbench so I asked deepseek how to make it and it gave me working instruction and now blasts in BHE spawns surface related lol

true bear
mint night
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is there a bootcamp vid that could allow me to learn how to take such pictures ?

I... want to do similar things... but my dumb ass is really dumb when it comes to cinematics / photography

true bear
mint night
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Thanks, if you remember me please let me know then you legend

north forum
# mint night is there a bootcamp vid that could allow me to learn how to take such pictures ?...

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Community videos and cinematics (also known as machinimas) have always been a part of Arma and DayZ platforms. Vladimír Jaške, director of the #ArmaReforger launch trailer, will show you step-by-step tutorial workflow for creating awesome cinematic and VFX effects in the next...

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true bear
silver schooner
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Some, have a look at the effect manager component

north surge
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Does anyone know how to stop the "effect", e.g. I want to have only the particle effect but frozen in time, one frame only

silver schooner
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Would need to pause the game/simulation

north surge
silver schooner
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What do you mean? If you want to pause particle effect then pause the simulation

north surge
silver schooner
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You can check how the game master pause button works

north surge
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I don't even know how to check it, but I don't want to bother you with explaining it to me, so let's leave it at that. but thanks anyway

true bear
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Otherwise it runs indefinitely regardless of pausing

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@north surge

north surge
true bear
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a .PTC file on its own placed in a world should become a ParticleEffectEntity. Bypassing this using triggers or using a scripted method to place in world results in a off frame particle.

north surge
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still iam too green to execute something like "stop simulation" script like you or bacon suggested its out of my reach, but thanks anyway, too bad bohemia cinematic tutorial is already very out of date, but big thanks for helping

true bear
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No Problem!

true bear
true bear
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Almost near the start of the particle editor video a few more things I want to run by world editor first before I dive into that section

jovial owl
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Is there a way to prevent particles from showing beneath water, having a hard time figuring it out.

true bear
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What are you trying to achieve

jovial owl
true bear
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Your restitution on your particle creates that bounce

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Your collision. Is what controls all of that when enabled but if you’re trying to cut off the water change your alpha on the lifetime curve to cut before the particle can make its full range

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That should fix your issue. I recommend going in the particle editor moving your particle to the height of your water fall.

Also you can Use your measure 📏 tool to calculate your height from water to top where it’s placed and then off set the particle by that height if needs be that way you can accurately get a height.

jovial owl
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Alright I'll check this out later. Thank you for the info

coral star
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Is a semi invisible shockwave possible to make with the current vanilla particles?

silver schooner
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Depends how you define shockwave

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A realistic one probably not

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Since there's no way to do that air density and pressure change visually very well

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Because particles are not rendered behind glass material (once refraction is enabled) that I'd need to use to refract the shockwave sphere

true bear
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Yeah increasing the size of a sphere would really be the best way to do this like in other games

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But I agree this whole refraction stuff ruins these effects

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Wish the engine handled it differently

jovial owl
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@true bear sorry for the @, do you know a way to add a damage entity to particle effects? I know vehicles have secondary damage options but you cannot add vehicle damage to non vehicle prefabs.

true bear
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Like an explosion

jovial owl
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Persistent damage or damage over time

true bear
# jovial owl Flames burning you

You can create a particle that uses a prefab trigger entity in its place after an explosion to create a thermite effect. Then have it set to clean up itself.

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Kinda neat

true bear
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Disappointment commence

jovial owl
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Dang🤣 🤣 🤣

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Incendiary

true bear
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Currently what I do for my fireworks. They have an auto clean up script I made on em. That way the gm doesn’t need to worry,

jovial owl
true bear
soft ember
urban blade
small hinge
# urban blade how can i add some water particles on the ship hull when i contacts the water

Im new with particles, but i think you can make a particle with a splash or something that imitates the normal wave contact and just attach it with Hierarchy then you can link it to a bone and move it where you want it to be so its set to be always on there and give you a movement effect in case it moves. For sure someone will have a better solution,at least with this you can start to try out the effect and how it looks

silver schooner
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It should be fun to script something to change how it behaves based on speed of the ship

true bear
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I’ll try it out I know emats can which is very nice

plush lake
# urban blade how can i add some water particles on the ship hull when i contacts the water

there is a "wheeldust" componant thats mentioned in this vfx bootcamp. Maybe that could be used? "creat particals around the wheel basedo nthe terrain"https://youtu.be/gm2NjrWQWpY?t=696

Get #ArmaReforger now ➡ https://reforger.armaplatform.com/buygame

Community videos and cinematics (also known as machinimas) have always been a part of Arma and DayZ platforms. Vladimír Jaške, director of the #ArmaReforger launch trailer, will show you step-by-step tutorial workflow for creating awesome cinematic and VFX effects in the next...

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urban blade
urban blade
urban blade
small hinge
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Hey guys i need some help, my head is booming, im trying to finish a thing and i got pretty much 4 more days left, im trying to have a particle effect that simulates a shockwave, wich settings should i adjust or at least wich settings to tweak to get that result if anyone has figured it out already. because i cant seem to understand how to make the particle get pushed away. The general idea is like an implosion(if thats english) so something that pushes out and goes back to its origin, that part is good is just the pushing shockwave that i cant find a solution. Thanks

true bear
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You can have the size decrease over liftetime and have It look as if it shrinks. So you could make a curve like this.

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Something of that shape will get you a small to big to small.

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What you need to do next is gauge your speed withe the lifetime time itself normally I use 0.100 as a strong explosion reference as this plays perfectly on time for an explosion or quick burst

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Emitting time should be 0.010

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Should only emit once

silver schooner
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So like a spring

true bear
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Sort of. There’s no real expand and contract it’s just scaling. You could also modify the birth rate along side to make this look wider I guess

As far as the actual spring option goes (I’d avoid using it unless you’re working with something specific)

small hinge
true bear
dense flume
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is there a way to copy/paste multiple particle emitters?

amber arrow
dense flume
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but that would be all

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for example i made a gas effect for a rifle and want to copy that over to other rifles

dense flume
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also, how do Blast prefabs work?

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like, what exactly does all of this do under scr_particlecontactcomponent?

dense flume
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dust kick up from nearby stuff

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also new ak74 muzzleflashes because uhm.

dense flume
dense flume
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so the way ashyl did his ak74 effect is to use multiple sprites that always look towards the camera for the muzzleflash

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the same technique that smoke uses

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instead of using axis locked billboards, that face the camera but also have a axis theyre locked to, making them seem more 3d as they dont rotate to look at you in a weird way

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the reason why this is pretty hm :/ for muzzleflashes is that

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it will usually leave gaps between the seperate little particles for the flash

ripe tangle
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Ah yes that makes complete sense, axis locked is 100% the way to go

dense flume
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this

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compareed to

ripe tangle
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Having it locked to camera makes it look completely out of whack, so agreed

dense flume
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something like this

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since its a texture sheet with a detailed muzzleflash

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i use 2 of them per side to give the flame closer to the muzzle a thicker appearance while making some flame shoot out quite arrow like

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at the end its all just personal preference at which is used but i really believe the texture he used makes the gaps lok VERY out of place

ripe tangle
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I dont use particle effect mods, or any of the "better XXX" mods, they usually ruin either performance, visual/audio quality or both, vanilla stuff is peak

dense flume
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welll...

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muzzleflashes, vanilla is pretty good

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i want to def keep vanilla style but make them a bit more realistic

dense flume
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mmm yummmm

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occasional supressor sparks

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like 1 spark sheet makes it look so nice already

dense flume
true bear
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cricket noises

true bear
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PPE/Particles

low mango
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Anyone have any insight on creating I guess best way to describe it is a laser bolt or beam shoot out of a gun

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Also hopefully this is the right channel to ask

silver schooner
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You can't do that with particles, but you can draw a beam from point A to point B with script or a dynamically scaled beam mesh

true bear
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The beam drawing is definitely a better way to go about it.

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You can use light and streak the flare as well.

low mango
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Any guides to this I’m coming from SDK which runs off UE4 and having hard time with enfusion tools however what your saying does make sense and definitely would use the “drawing a beam” feel free to DM also! Don’t want to flood the wrong channel with my nonsense

true bear
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Mm actually that’s got me thinking you could probably use a spotlight cone with a mask and probably resemble the same effect. Now you’ve got me interested since I do need lasers for something,

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Mesh like tracers work too if you technically want to be really cheap

true bear
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Hmm I think tonight I may make that video depends on how my day at work goes if it’s not too busy

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I’m also likely going to cover scenario framework basics and a few other things. Hopefully seeing some new missions be created down the road from users.

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We shall see

sharp trellis
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What controls the distance between particles and character camera? Trying to make smoke completely engulf a players field of view instead of being a couple feet away (i know my pc will probably blow up)

silver schooner
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material of the particle

amber arrow
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Currently, I am working on new impact particle system that will be more physics-based. The vector of the particles is based on the impact angle. Particle size, velocity and other parameter of emitter changed (multiplied) depending on the energy of the projectile and the impact angle. For example, larger calibers produce larger hit effects, and the opposite is true for smaller calibers and as the projectile loses speed and energy, the effect will become smaller.

The current version of mod is already working well, and I have been able to optimize it significantly. It works well even with my shrapnel mod, which produces around 300 physical effects per explosion - however it is a compatibility issue that I will address when I publish the new Better Hits effects (I will make compat for shrapnel and BHE). The particles are local to the client, making it MP-ready

true bear
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I’ve thought about this but never got around to it. Very very very very very very nice

mint night
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Hello.

I was wondering if it is possible to freeze particles in the timeline this way the smoke don't propagate too much or we can make sure the explosions are properly display on the screenshot

(i don't do cinematics(yet), just set up a scene and take a screenshot)

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Thanks in advance.

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What i mean by this is that this particle stay this way regardless of what time it is and that it stays display this way on screen

amber arrow
mint night
mint night
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Got the job done btw.

Thanks a lot ^^

coral wave
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How would I block some of the light in this particle effect? It is still showing the full orb of light even when looking at the pipe from underneath

safe saffron
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Hi any ideas why the muzzle Effect (Backblast) is not working? the Rocket is fired by script, its working but these Effect dont trigger or so?

hazy lynx
restive forge
wild wave
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Hi, I would like to know what the particle count limit is in the Arma Reforger engine, and if this limit is exceeded, will the engine forcibly remove the extra particles like in Arma 3?

true bear
# wild wave Hi, I would like to know what the particle count limit is in the Arma Reforger e...

1300 stability issues start. 1600-1800 Performance tank issues and render self destruction (particles being invisible or clipping, i can never tell if they are actually deleting or just going out of render because they re appear.). [measured from normal non emissive] this is also measured by density in a localized single region not world.

Particles are on CPU for collision reasons and simulation i assume. regarless please take my answer with some salt as this is what ive "personally" went by not what is official. always shoot for 1-180 for optmization 250-600 if you need to push it. Emissives will heavily tank performance and decrease that number. emitter count isnt the worry its the particles being emitted.

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you should realisticly never be exceeding what bohemia is already doing unless you need a bit of push rule of thumb is always see how the developers did theirs in terms of size they have more familiarity.

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also due to rendering layers particles do not show behind post process layers like chormatic abberation on glass for example so PPE + Particles arent exactly hand shaking.

proper nymph
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thats pretty low, wasnt a3 like 20 thousand or sth thonk

wild wave
# true bear 1300 stability issues start. 1600-1800 Performance tank issues and render self d...

Have you seen this video? After watching it, I thought the new engine had greatly increased the particle limit and that particles would no longer disappear. In the video, you can clearly see a huge number of particles being generated, and I didn’t notice any disappearing issues. https://www.youtube.com/watch?v=ATBChqlUiJA

Cruise missile strike on the airfield just before a raid
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wild wave
wild wave
wild wave
silver schooner
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Limit is 10240

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Or was last time I messed with it, once I crossed it the subsequent particles were not being rendered

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One smoke particle occupying half of the screen has much bigger performance cost than 100 smoke particles far away

true bear
wild wave
silver schooner
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I know I hit the rendering limit when making my nuke since it creates particles on a quite wide area, if you ping me in the evening I can repro for you, but having 10000 particles in a single system is too many anyway

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The only relatively legitimate circumstance where particle limit is an issue is when you start dealing with rocket trails, since for a continuous rocket trail you need to spawn a lot of particles, which is a bigger performance hit than drawing a trail mesh

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So something like a GRAD launcher would need a lot of particles to look good

dense flume
dense flume
uncut lantern
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Is an engine level mod like this possible? I see there's already support for curves for other properties but not the flipbook animation.

dim knot
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The industrial lamps used in the Kolguyev coal mine shafts uses a ParticleEffectEntity as it's light source, rather than a LightEntity used in regular streetlamps, etc.
It seems once the lamp has been destroyed the light source remains.
Is it possible to add a damage/destruction component to the ParticleEffectEntity in order to destroy it too? Or is there another way to delete the light source once the parent (lamp) has been destroyed?

true bear
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I’ll likely look at this tonight

dim knot
true bear
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Just the light remains eh?

small hinge
# dim knot https://youtu.be/R6CeCYGHbUg?si=RbUKm85JvM2bgFiL

I think the only way could be making the light directly a destructible entity so that it swaps completely the prefab with no light, I did that for my portal and worked. Obv is kinda a pain in the ass but at the end I think you will just duplicate them in the world editor and be fine with it.

forest mesa
# dim knot The industrial lamps used in the Kolguyev coal mine shafts uses a ParticleEffect...

I did the same thing with particel effect to get color-changeing lights.

I simply added SCR_LampComponent and set there the according .ptc

I think the other things i added was only to make it switchable etc., as far as i remember it should work out of the box with only the lampcomponent. Ah, and yes, there is a SCR_DestructionMultiPhaseComponent, delete after final phase checked.

Works fine for me, i can change the light very easy to every color via .ptc (well and let it smooth change through the color range, which is pretty nice). If you shoot it, it gets destroyed, so working as intended.

Only thing a bit suboptimal is you have to be careful not to use it on thin walls etc. since sometimes (yeah, nice to fix.^^) it shines trough (would be glad to fix it, if somebody knows why this is happening?) .

urban laurel
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Has something changed with the lifetime of tracers in the latest experimental build?

Seems one of our weapons is having the visible tracer appear behind the gun now

dusky hazel
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the Operation Omega SP campaign trailer should have used more puddle effects with the rain hitting the ground, even if it only becomes an optional feature in the game

wintry thistle
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If i wanted to change the color of a base game particle, what would be the steps to do so? Ive been looking around in the editor and im a bit lost.

small hinge
wintry thistle
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Cool cool ill take a look

wintry thistle
true bear
wintry thistle
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Found it thanks yall

native zealot
# jovial owl Flames burning you

I just made a (close enough) White Phosphorus particle and incendiary particle for a grenade mod and I used the Trigger entity from Bacon's GMFX mod for the damage. I couldn't figure out a way to do it myself so after days of trying I used GMFX as a dependency.

true bear
native zealot
# true bear How many particles does it emit at peak

Until GMFX is updated I don't know. I know the original particle was bad for performance, I wanted to have the realistic "sprites" with the smoke trail so used another particle prefab to do so. It looked okay. (Image is one of the screenshots taken during my testing)

native zealot
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Got it loaded up, at peak the current particle was 158 "things". IDK if that's a lot or not.

true bear
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158 is alright. Check out my smoke particle in Space Core for the Grenade launchers on our tanks you’ll like those same concept

worn dragon
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Thought I put the qeustion in here as well.
Im working on a new round for my gun it shoots quite few sub pellets I got that part all to work however the base warhead effect kinda breaks my performance.
I like the hit effecht on enemy and objects and like to keep it just not the smoke since with all extra pellets it fire its kinda overwelming.

silver schooner
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How many pellets are there that it causes lag lol 500?

worn dragon
silver schooner
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classic

minor kettle
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Hey guys, its possible to make a particle not move ? like b eing static just there?

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The particle im trying to edit has a 10s run time, is it possible to set it to 0 somehow? i just cant find where to do it

forest mesa
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velocity 0?

minor kettle
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I had set it to 0 but it still kept moving last night. Just now when i get on, its not moving.. i dont understand lol

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Thanks tho

forest mesa
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check settings for randomness and wind?

rich compass
coral wave
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Anyone else having crashes as soon as they open their particle effects in the editor or just opening the folder the particle effects are in? It keeps giving me this error:

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I remade the particles from scratch and they were fine until I closed the tools and reopened them

tawdry scaffold
coral wave
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the only way I can fix this is if I create a new particle from scratch (doesn't have to be anything, just the default smoke) and save it and then I can open the other particles

true bear
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Having it be the same on every axis just kinda points at it even more. Realistically you can just copy your emitter and paste it into a new PTC

coral wave
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Also, specifically started happening after this update

coral wave
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Ill make a video of it tonight if I can

hazy lynx
# true bear

The issues is that is it outside of the world bounds. Exactly as it says.

true bear
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Is it possible we could please get a timeline slider for the particle editor to allow us to move between frames whilst viewing the animation?

north forum
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They are simulated

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Maybe perhaps doing soemthing like the anim editor could work, where you can record the frames

past iron
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Has anyone managed a second exhaust emitter ? I was having a look and it seems that maybe I have to add a child prefab or something rather than a script to emit a second particle from the motorexhaistcomparrnent ?

native zealot
true bear
trail nacelle
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hello. how can i manipulate the shape of a particle [ smoke or something ] or create a particle to simulate a vapor cone? ive tried with little progress

forest mesa
silver schooner
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Particles are textures drawn on top of quads

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For your use case I'd use a mesh with some funny alpha material, assuming devs fixed z-buffer issues with translucent materials

north forum
ornate parcel
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How do I get my particle to not stick around for forever? When I edit the existing particles I dont have this issue, but when creating a fresh one from scratch I can't seem to get it to abide by the lifetime I set

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It's two emitters, each with the same values.

ornate parcel
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It was this being checked that did it 🥲

dense flume
dim meteor
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I have the same question

balmy mist
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hello how am i able to add things like fog to a certain area on a custom map im creating , trying to get this to stay but when i hit play it dissapears

forest mesa
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fog currently is only global (you can only add ONE per map, if you have a subscene it will pull from original file as soon as you F5), so you would have to do it either per particle or script.

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also i think it needs to be in the default layer

balmy mist
median thistle
dense flume
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refx:muzzles

median thistle
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Very nice

wide echo
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Hello guys , when i put to zero the air resistance and wind influence, my smoke is still influenced by the wind on the world , what am i doing wrong ?

past iron
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you want all emitters to be like this ot just the one highlighted ? Smoke Main ?

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maybe all emitters need the setting seperately

native zealot
balmy mist
wintry thistle
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Is there a method of importing custom particles?

silver schooner
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You can import textures. You make particle systems in the particle editor.

wintry thistle
spiral dragon
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does anyone know if you can have more dynamic explosion effects? for example more explosives = bigger explosions

and it not being tied to the specific explosive

spiral dragon
true bear
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Like a compacted explosion all together for particles? Hmm you could see how the logi trucks handle the explosion effect or perhaps you may have to script something.

spiral dragon
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not opposed to scripting but i am worried of engine limitations lol

coarse helm
spiral dragon
sly quarry
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Im basicaly zero on particles, but i want recreate something as huge forest fire, maybe someone saw good prefabs/particles for that

native zealot
native zealot
median thistle
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If I’m not mistaken CollisionTriggerComponent (pressure), then the ejected sub-projectile you spawn from it gets either a TimerTriggerComponent (fixed delay after ejection)

tough cypress
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I'm new to particles, but either blind or doing something stupid... Trying to edit a smoke emitter, but can't seem to change the color. Looking at the .ptc file.

Under 'Particle Lifetime', clicking on 'color' has no effect (doesn't bring up a picker). I can hit 'reset' which takes it to black, but nothing else. Under 'Emitting Time', Color Mast is white, and similarly unresponsive to clicks.

native zealot
sharp trellis
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is there a way to get particles to rotate around the center instead of themselves? Bascially need a particle to travel in a revolving circle

true bear
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Just get a particle effect entity turn it into a prefab and use it as 3D

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You’ll have to have 2 versions of it one that’s static one that’s on the required axis

sharp trellis
sharp trellis
true bear
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It uses a prefab instead of texture.

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And then that prefab you use can be a particle

sharp trellis
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ohhhhhhhh ok I see what you're saying

true bear
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I mean using animation player is one thing but if it’s a simple animation like rotating it can be done through ptc

dreamy sinew
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How can I make the particle static after a while? like 10 or 20 sec later

tranquil geode
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can someone help me start somewhere with my mod?

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i am trying to add cloth physics to clothing items that changes based on wind

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is this the right channel?

half minnow
tranquil geode
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but thank you for your help

half minnow
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No problem, good luck in your journey meowSalute

hazy lynx
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There is no cloth physics in this engine

tranquil geode
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i will make them

hazy lynx
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You'll fake them, not make them.

tranquil geode
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i will make them

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the doubt fuels me

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i dont care if it takes 10 years

hazy lynx
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It's gonna take longer than that.

tranquil geode
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so be it

hazy lynx
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The engine doesn't support soft body physics.

tranquil geode
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i will find a solution for that

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the only thing that can stop me is myself

hazy lynx
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I hate to say you're wrong but, you're wrong .

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The only thing you can do is create fake cloth physics

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Which will be unoptimized and expensive.

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Unless you do animations.

tranquil geode
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i hate to say that I cant stop at this point

tranquil geode
tranquil geode
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or true cloth physics

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regardless i will learn this engine

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and implement it

hazy lynx
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You're not going to create real cloth physics. Sorry to burst your bubble. But good luck.

tranquil geode
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thank you for the luck and dont apologize you have not bursted my bubble

hidden tapir
past iron
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You maybe able to use that treemat data and use baseanimcomponent for a pseudo cloth script

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In combination with some spine like anims agr in the way vehicle spine react to speed

hidden tapir
hazy lynx
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Of course

hidden tapir
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Hahaha nice 😂😂 okey then i got no solution so far.. only thing would work a new type of shader 🤔

hazy lynx
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We can't do custom shaders

hidden tapir
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I know notlikemeow

sharp trellis
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Just make every triangle its own dynamic physics object. A single cloth will only cost 99% of your FPS🤣

silver schooner
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I tried putting a ragdoll entity as a child of a character to have a moving cape but it just instantly crashed

lilac oriole
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How do i change the color of the particles? I've overidden a particle system in my mod, but clicking on the color box does nothing. Do i have to edit it manually?

hidden tapir
lilac oriole
#

thank you so much!!!!

#

I was editing the file by opening it in visual studio

#

and just changing the numbers

noble copper
#

@obsidian garnet - Notice the console optmization and we had been looking at doing somthing similar. Does your addon detect and only apply the changes to the console users locallly?

native zealot
#

Is there a way to make the blue ground square larger? I tried using a flat plane model with a terrain collider but it didn't really work.

high kestrel
#

Why are particles not displayed behind glass 😢 my dreams for a shockwave effect are ruined

#

@silver schooner have you ever found a solution for this? I see you attempted this as well

silver schooner
#

No, I don't work for Bohemia so I am not able to fix bugs in the game engine

obsidian garnet
# noble copper <@705057662928158732> - Notice the console optmization and we had been looking a...

hi, sorry for slow reply, so currently the mod reduces vanilla particle effects globally for all users, i am currently making a compatability mod that detects all third party particles and effects and reduces them all for all users, irrespective of platform. So although labelled as a console optimiser, it acts more of a global performance optimiser. more updates coming. stay tuned! i may look at making a section in enfuzion showase so you can more easily track progress

sage sleet
sage sleet
obsidian garnet
sage sleet
#

only fires once. witha hundred or so ptc that disappear quickly

vestal trout
sage sleet
#

laser/beam emats

urban laurel
topaz solar
#

hi! can i somehow attach this "hot" effect to vehicle? so it wont stay in air when lav will drive

mental path
#

Curious if anyone in this channel knows how to make a convincing waterfall. I've only seen one in game before and it was pretty good but I couldn't replicate it myself.

arctic wave
silver schooner
#

Probably a combination of particles and scrolling texture on a mesh

chrome pagoda
# mental path Curious if anyone in this channel knows how to make a convincing waterfall. I've...

https://youtu.be/aUrCfvDXdsM

#enfusion_terrain is a better place to ask for terrain related particles. Lots of wizards

Check out this document for additional FAQ. Credit goes to its original author.

https://docs.google.com/document/d/1viZSm7OquK8vhahskP0Bthy9uQufmz2PA01g1SHzFd0/edit?tab=t.0

Tutorial published by ARMA Developers
Arma Reforger Modding Boot Camp #11 - Environmental Design
https://www.youtube.com/watch?v=xhi2_A1zXHo

ARMA Reforger Workbench Terr...

▶ Play video
spare tiger
#

Wrong user..Sorry. @mental path

arctic wave
#

All good

amber arrow
#

Is there a way to bind hit particles not to a specific weapon, but to all at once?
i want to make mod like "better hit effects"

lofty sundial
amber arrow
lofty sundial
warped oriole
#

Gamematerials have those hit particles assigned to it

amber arrow
#

and do they work with any weapon

warped oriole
#

If you search for e.g. concrete.gamemat, it has Particle Effect param, that's the one.

amber arrow
warped oriole
#

You have to overwrite that in your mod

amber arrow
amber arrow
warped oriole
#

Don't ping me, please.

amber arrow
#

ok

amber arrow
amber arrow
#

YEEEEEES I FOUND WAY TO DID IT

eternal path
amber arrow
#

BetterHitsEffects mod finally done, check it out

raw jay
sudden tartan
#

ive been using BetterHitsEffects mod, i like it

#

did it get updated?

#

its not as good as Extreme particle settings in Squad, but its better than the default A:R particle effects

crimson oak
#

Imagine seeing something like that at night time.. at the enemy base. Turning around to your pals and saying "I think... we gottem"

runic minnow
alpine tide
#

So far best explosions and effects are in squad imo. If we will have something similar it would be neat. Current visual effects in AR is very basic. I hope this engine will surprise us all and show next level of visual effects. Looking forward.

viscid nymph
#

Dose anyone know if your able to connect a light to a particle

amber arrow
amber arrow
#

I am planning to add hit effects which depends on the caliber of weapon, like 14,5x114 have same effect like 9x18, is there a way to did it?

sudden tartan
#

imo the best looking explosions in videogames right now is in Squad, they got really impressive columns of smoke coming up wherever artillery hits, and the sparkles of shrapnel getting heating looks amazing

#

hopefully with modding arma refooreger can surpass that

amber arrow
#

i will try to do same effect

#

i will try to do shrapnel effect (only visual) for grenades

#

shrapnel effect for rpg

#

does anyone know how can i open small world from sample mod? I'm tired of waiting five minutes for the loading to see what my particles look like in the game

amber arrow
#

maybe there are users of my mod here, why such a low rating? Is there a problem with the mod?

crimson oak
#

If someone could make those mortar FX that would be epic

amber arrow
#

If some one wants to work with me, dm me

alpine tide
amber arrow
#

done

amber arrow
#

yes, i know about this map, but i need map with diff materials and buildings to see patricles for concrete, brick and others

paper frost
#

only one way, is to make your own small map with different terrain painted on it

#

no need to add trees or buildings, just 4 squares of different terrains type

amber arrow
#

thank you

#

i will try to do something like this https://youtu.be/dXi7orrbOb4

Original: https://twitter.com/AfterconflictLW/status/1446161146306772992

In another blatant display of a lack of range safety, we have a new preview for you!

Sometimes when hitting a hard surface, tracers don't penetrate, ricochet, or shatter, they instead "bounce", usually then burning on the floor.

Whaddya think?

#GameDev #IndieGame #ColdW...

▶ Play video
charred tree
amber arrow
#

a big update for BetterHitsEffects has been released, check it

amber arrow
#

I need feedback about betterhitseffects, so, please, leave your opinion and suggestions here

supple radish
stark crane
#

A thing that GTA V does when there's a lot of gunfire or impacts in an area, a cloud forms around the location

#

So I recommend making the particles like 3-5x larger and see about creating a big dust cloud if you shoot up an area

#

Same with the smoke cloud if there's a lot of gunfire

#

@amber arrow

amber arrow
stark crane
#

In that case I'd just increase the dust cloud size

amber arrow
#

Ok, i will do that in next update

stark crane
#

Look how big that cloud is and consider how windy it is in that video

amber arrow
#

yea, i will use this reference

stark crane
#

Here's more refs if you're interested

#

Primarily at 11:11

#

Idk if infusion is capable of going that far, but it would be cool to try

#

At some point it looks like a smoke grenade lmao

amber arrow
alpine tide
#

https://youtu.be/7VeqqNuQU_4
Different calibres and different walls

Special “Thanks” to all our Patrons, whos financial support was used to build these walls and purchase expendables and ballistic gel for this video.
One of our favorite videos (and most commented) was Karl’s “Best Weapon for Home Defense.” Who would have figured that Karl would pick a rifle? Go Figure. Many of the controversial comments we...

▶ Play video
gritty iris
#

Squad has the most realistic weapon effects ive seen in a game. They would be great to use as a reference.

onyx pond
#

Shooting sand should kick it up like smoke kinda

ornate saddle
#

cross post from scripting: any ideas on how to get smoke particles emitting between two points in a straight line? Would like to do a steam catapult like effect like on a3 Nimitz - needs to be scripted

ornate saddle
#

is the class the right path? SCR_ParticleEmitter

sudden tartan
#

because it looks nothing like this for me in-game, which makes me think the automatic update in the workshop is doing something wrong

alpine tide
amber arrow
alpine tide
#

IMO lifespan of sparks are too long. Maybe glow should go off before sparks starting to fall down. Also sparks glow too bright.

alpine tide
#

Tested a bit mote. Sparks are to bright only at close range. At long distance they are fine.

crimson oak
#

I bet it looks good at night

raw zephyr
#

Yo

supple radish
raw zephyr
#

Someone make blastcore please

prisma monolith
raw zephyr
supple radish
amber arrow
#

Does anybody know how to increase the lifetime of decals?

pallid topaz
#

What’s the easiest way to see a particle in world editor? Make a prefab out of the .ptc file?

inland wind
#

Has anyone made a flare yet?
I'm absolutely clueless about how to set up lights in this engine 😄

autumn sigil
#

So im finally getting a different error for my tasks when JIP, im now getting this FrameCorruption and RplCorruptionError. The result being I spawn in the ocean with the faction screen flickering in and out.

#

Anyone knows what those mean, im guessing its to do with my taskData

lofty sundial
autumn sigil
#

ahh I think I see what you mean, the Encode and Decode functions?

lofty sundial
lofty sundial
# autumn sigil ahh I think I see what you mean, the Encode and Decode functions?
/*
class CustomClass
{
    //! From snapshot to packet.
    static void Encode(SSnapSerializerBase snapshot, ScriptCtx ctx, ScriptBitSerializer packet);

    //! From packet to snapshot.
    static bool Decode(ScriptBitSerializer packet, ScriptCtx ctx, SSnapSerializerBase snapshot);

    //! Snapshot to snapshot comparison.
    static bool SnapCompare(SSnapSerializerBase lhs, SSnapSerializerBase rhs, ScriptCtx ctx);

    //! Property mem to snapshot comparison.
    static bool PropCompare(RplTestPropType prop, SSnapSerializerBase snapshot, ScriptCtx ctx);

    //! Property mem to snapshot extraction.
    static bool Extract(RplTestPropType prop, ScriptCtx ctx, SSnapSerializerBase snapshot);

    //! Snapshot to property memory injection.
    static bool Inject(SSnapSerializerBase snapshot, ScriptCtx ctx, RplTestPropType prop);
}
*/```

From `EnNetwork.c`
autumn sigil
# lofty sundial ```// Example: Custom replicated class signature /* class CustomClass { //! ...

So I have implemeted the codec methods, like done in the ElminateTask in the coop sample but am still getting that RPLCourruptionError. Using this code ``` static override void Encode(SSnapSerializerBase snapshot, ScriptCtx ctx, ScriptBitSerializer packet)
{
snapshot.Serialize(packet, GetDataSize());
}

static override bool Decode(ScriptBitSerializer packet, ScriptCtx ctx, SSnapSerializerBase snapshot) 
{
    return snapshot.Serialize(packet, GetDataSize());
}

static override bool SnapCompare(SSnapSerializerBase lhs, SSnapSerializerBase rhs, ScriptCtx ctx) 
{
    return lhs.CompareSnapshots(rhs, GetDataSize());
}

static bool PropCompare(SCR_GOLKillTaskData prop, SSnapSerializerBase snapshot, ScriptCtx ctx) 
{
    return snapshot.Compare(prop.m_TargetEntityRplID, 4);
}

static bool Extract(SCR_GOLKillTaskData prop, ScriptCtx ctx, SSnapSerializerBase snapshot) 
{
    snapshot.SerializeBytes(prop.m_TargetEntityRplID, 4);
    
    return true;
}

static bool Inject(SSnapSerializerBase snapshot, ScriptCtx ctx, SCR_GOLKillTaskData prop) 
{
    snapshot.SerializeBytes(prop.m_TargetEntityRplID, 4);
    
    return true;
}```
#

oops, just realised this isnt the scripting channel

empty bison
#

Hey @tidal leaf did you know how can i make and effect in the camera of the player ?

tidal leaf
empty bison
#

i've see we can setup post effect materials but I don't know which one to take and how can i apply this to the main camera

tidal leaf
#

I guess that would need a new post process shader, but as far as I know we don't allow to do so...

empty bison
tidal leaf
#

don't really know what the reason is

empty bison
empty bison
#

...

tribal mantle
#

LMAO

amber arrow
#

what do u think?

alpine tide
#

I think it's great 👍🏻

amber arrow
amber arrow
#

is it good?

queen totem
# amber arrow

shouldnt the amount of sparks depend on the hardness of the target? Very hard target and soft projectile -> lot of sparks. Thin and/or soft metal target -> no spark at all, projectile just goes through

amber arrow
queen totem
#

in A3 we had impact sound and stuff defined for different materials, per bullet. So author of building/object defines hard/thick material etc. And bullet chooses based on impact material type the type of impact effect (soft bullet -> sparks for most metals; AP bullet -> sparks for hard/thick metals )

amber arrow
queen totem
#

oof ok...

amber arrow
#

btr can be penetrated from the M60

#

lol

queen totem
#

its just 5-7mm thick

amber arrow
queen totem
#

could it be checked if projectile "dies" on the impact or not? Imagine having 30 Metal "plates" of 0.05mm thickness arranged behind eachother. If it was like your current effect, all of them would display the sparks impact (lag?)

fathom jackal
amber arrow
#

im trying to make an explosion decal now, but i dont know how

#

Does anyone knows how to place decals?

#

on trigger

#

what is "hierargy" component

#

Hierarchy?

raw zephyr
#

If you want to make a scripted decal, you can call World.CreateDecal()

#

@amber arrow

#

look up the documentation on that function by going to its declaration

#

it accepts a resource name of the material

#
/*!
    Creates single visual mark, e.g. from shots, version with projection vector and angle
    //when lifetime=0, pointer to decal is returned, that can be removed by RemoveDecal then
    \param entity                entity where the Track should be created
    \param origin                first point of the decal, nothing is done now
    \param project            projection direction (length is far clipping distance)
    \param nearclip            near clipping distance
    \param farclip            far clipping distance
    \param materialName Material used for decal
    \param size                 size of decal
    \param stretch             stretch of decal
    \param lifetime            Lifetime in seconds, if created with zero or negative value it's used as static and the pointer to decal is returned
    \param color                color of decal
    \return Decal pointer for static decals or null if the decal is dynamic or wasn't created for some reason (invalid material, NoDecal flag, ...)
    */
    proto external Decal CreateDecal(notnull IEntity entity, vector origin, vector project, float nearclip, float farclip, float angle, float size, float stretch, string materialName, float lifetime, int color);
#

here's a snippet of how I create a blood decal in BloodLust2:

auto surfaceTraceParam = BL_Utilities.GetSurfaceIntersection(
            _owner,
            _world,
            hitPosition,
            hitDirection,
            BL_Constants.SURFACE_SPLATTER_INTERSECTION_DISTANCE,
            intersectionPosition
        );
        if (surfaceTraceParam.TraceEnt) // spawn splatter on surface
        {
            _world.CreateDecal(
                surfaceTraceParam.TraceEnt,
                intersectionPosition - hitDirection * (BL_Constants.DECAL_FAR_PLANE / 4),
                hitDirection,
                0,
                BL_Constants.DECAL_FAR_PLANE,
                Math.RandomFloat(0, 360) * Math.DEG2RAD,
                Math.RandomFloat(MIN_DECAL_SIZE, MAX_DECAL_SIZE),
                1,
                GetRandomSplatterMaterialPath(),
                BL_Constants.DECAL_LIFETIME_SECS,
                materialColor
            );
        }
#
    static TraceParam GetSurfaceIntersection(
        IEntity owner,
        World world,
        vector origin,
        vector direction, 
        float distance, 
        out vector intersectionPosition
    )
    {
        auto param = new TraceParam();
          param.Start = origin;
          param.End = origin + direction * distance;
          param.Flags = TraceFlags.WORLD | TraceFlags.ENTS;
          param.Exclude = owner;
        float intersectionDistance = world.TraceMove(param, NULL) * distance;
        intersectionPosition = origin + (direction * intersectionDistance);
        return param;
    }
#

hope that helps

amber arrow
#

Thank you!

amber arrow
stark crane
#

Lifetime should be like 10-15 seconds

#

I actually played around with one of your particles and got this

#

Doesnt exactly look like a dustcloud but it does stay in the air for a good amount of time

silver schooner
#

are the particle systems gpu driven?

mint ruin
silver schooner
#

is there wiki info on what is an individual particle?

#

also, any plans on making emitters gpu driven?

silver schooner
#

btw I noticed alpha blending looks better when particle tex is imported as sRGB instead of linear, does this have any repercussions?

amber arrow
amber arrow
alpine tide
gritty iris
silver schooner
#

any plans for fixing particle alpha when fog is involved?

stark crane
amber arrow
amber arrow
#

is there any ways to make shrapnel hit effect like this when shell explode on a wall? Like attache these particles to terrain

fathom jackal
#

3 I think

winged lintel
#

They all look really good tbh 🥺

silver schooner
#

if you're working with a shockwave have you tried a transparent particle with a radial gradient as a normal map? would that distort things? it doesnt

amber arrow
loud meteor
# amber arrow Wich one is better?

Sound of clip 3 is really good. Visuals of clip 2 are the best. If you put them together, they kinda feel like Squad (Another Realsim Military Simulator).

#

But why not make the explosions random?

amber arrow
hushed nova
# amber arrow

these tracers are the best i have seen in any game. Only thing that could make them better is if they could somehow generate a bit of light to objects around them. Also every once in awhile a tracer will get "stuck" in a wall and continue to burn. I think you have that modeled but im not sure

solemn island
#

I have an issue where particles don't look the same ingame as they do in particle editor

amber arrow
young tree
#

How would I go about making a glowstick?

#

Is it a particle effect that I use for the illumination?

silver schooner
#

me thinks a prefab item that has a light or an emissive texture?

storm stratus
#

Is there a way to get smoke to linger around after each gunshot?
I am firing a large cannon and need smoke to be produced after each shot and stick around for a while but every time I shoot the next shot, the smoke from the first shot disappears

amber arrow
storm stratus
storm stratus
#

Figured it out

amber arrow
#

Does anyone know how to increase the size (area) of the decal?

hushed nova
hushed nova
#

the new ones she posted a few days ago? the ones that are really good?

amber arrow
hushed nova
amber arrow
hushed nova
amber arrow
ornate saddle
#

I'm trying to add a SCR_MotorExhausEffectGeneralComponent to my cube. The component asks for 'RPM Signal' and 'Thrust Signal'. Any ideas how to generate those signals on a static level, e.g. 1000 RPM and 100% Thrust?

#

alternatively, any scripted approach with CreateDecal that generates a Vehicle_smoke_car_exhaust_normal particle would be great

mint ruin
severe otter
#

Apologies if this is the wrong channel. Could anyone tell me where a the brightness of a weapon's muzzle flash is defined? Not the flare itself, but rather the light that emits around the shooter.

ornate saddle
# mint ruin you need to have a script which - finds SignalsManagerComponent on same entity -...

Thanks, I put something together: added a SignalsManagerComponent to the entity. Used a small script and tied the exhaust to RPM and Thrust signal names. Unfortunately no particle effect visible. The mod is up at https://tetet.de/arma/reforger/TeTeTCube.7z . In SCR_MoveCube.c (scripts/Game/scripts) I have the following code now: cs m_SignalsManager = SignalsManagerComponent.Cast(owner.FindComponent(SignalsManagerComponent)); Print("Setting RPM to 1000"); m_SignalsManager.AddOrFindSignal("RPM", 1000.0); m_SignalsManager.AddOrFindSignal("Thrust", 100.0);

amber arrow
tacit zinc
#

Hi al. some of the stuff in here is look great. quick question please. where do I save my new effect so it can be used ingame to test? as you cant save over the original .Ptc file what is the process to get a working partical mod

tacit zinc
#

Nvm figured ot out 👍
You need to override the original .ptc file into your own mod folder. By right clicking the original effect and select "override into nameofyourmod"

ornate saddle
#

not clear to me if the PTC should be addressed with the GUID or not, e.g. {E60F6CCD3E871566}Particles/Vehicle/Vehicle_smoke_car_exhaust_normal.ptc or Particles/Vehicle/Vehicle_smoke_car_exhaust_normal.ptc ?

amber arrow
#

i think i lost my BetterHitsEffects mod(

severe otter
amber arrow
#

I also figured out how to fix the project in enfusion, if you have problems with the engine, I can help

hushed nova
#
  1. The tracers appear small at some angles and huge at other angles
#
  1. The "burn in effect" on walls and surfaces looks great , however a bit short lived. If you can get it to be a bit more random it would be perfect. maybe add a smoke particle that burns with it for a short time.
#
  1. There isnt any way to get the particles to emit light correct?
amber arrow
hushed nova
mint ruin
worthy grail
#

Is there any way to make particles collide with the environment?

silver schooner
#

@neon zephyr this ok?

neon zephyr
#

I think it's now worth testing if the lighting from the fires work

worthy grail
#

Is it possible to have particles react to the terrain?

silver schooner
neon zephyr
silver schooner
#

also made it damage players/vehicles

#

@vernal zodiac fire fx progress if you're interested

neon zephyr
silver schooner
neon zephyr
silver schooner
silver schooner
#

I herd you wanted a bigger one

#

whoever did the standard particle textures did an excellent job

worthy grail
#

Alright so how do you have particles to react with the terrain?

#

Like lets say you wanted leaves to fall and disappear after a bit

#

Or your rubble from explosions

silver schooner
worthy grail
#

Well they should, it's basic for particles

#

How do bullets ricochet, is that not particle reacting with a collider?

silver schooner
worthy grail
#

Hmmmmm

silver schooner
#

collision doesn't really matter for explosion particles

worthy grail
#

It does matter, shrapnel

silver schooner
#

it's nice, but I wouldn't want to waste processing power on collision detection for 150 dirt particles

worthy grail
#

Well you wouldn't but I do.

silver schooner
#

until they are GPU particles

worthy grail
#

Like in Arma 3 when you put a smoke grenade down the smoke reacts with the helicopters and is pushed away along the gorund

silver schooner
#

the wind effect is not collision

#

I mean, current wind effect is weather controlled

#

technically it could be a floating volume for helicopters

worthy grail
#

Its restitution!! Thank you so much man!!

silver schooner
worthy grail
#

I know its superficial but we're just messing around with rolling fog so this helps a TON

silver schooner
#

show some screenshots when u get it going

worthy grail
#

will do

supple radish
silver schooner
amber arrow
#

Just updated BetterHitsEffects, added new btr 70 explosion effect and improved sound of cook off

astral swallow
#

Hey, how can I add my particle effect to a static object? Want to play it constantly

astral swallow
#

okay, will try that

astral swallow
# amber arrow for emmiter on "repeat" option

Which component should I add to my Prefab? I used the "BaseEffectComponent" and set the emitter to "repeat" and added my Particle Effect. But it´s not working.. Sorry for being a little bit dumm on that 😅

astral swallow
vernal zodiac
#

@silver schooner

Game Master Smoke, the black infinite smoke drops FPS quite heavily on placing it straight away.

Also running both mods on our server we ran into an issue that all the entities in the view were incorrect. Yellow smoke would be a small explosion, purple smoke would be large explosion, green smoke would be white smoke. etc etc

Just thought I should feedback

silver schooner
vernal zodiac
#

no not really

silver schooner
#

hmm ok maybe it's a LOD thing

vernal zodiac
#

but the black one seemed to take off 10 fps instantly

silver schooner
silver schooner
#

I'll try to get better fps going with the black smoke

#

but if I spawn less smoke clouds it doesnt look as dark

vernal zodiac
#

I do love how tall it goes

silver schooner
# vernal zodiac I do love how tall it goes

if you want to go into uncharted territory you can replace the smoke + explosion addon with game master fx as it combines the two... but placing fire will kick you out (at least the entities MIGHT not get mixed up)

silver schooner
hushed nova
silent pawn
#

Hello ppl, I've got 2 questions here:

  1. How can I make my Particles can be seen even from kms away?
  2. How can I add Light to Particles?
    🙄
silver schooner
silent pawn
#

Alright but how can I make it to its upper limit? 🤔 Is there an option or is it automatic?

silver schooner
#

0 1 2

silver schooner
#

when gpu particles

hushed nova
amber arrow
hushed nova
#

ya ya ya

#

that looks awesome

amber arrow
hushed nova
#

lighting for the tracers is much better

silver schooner
#

I don't understand angular fade out start/end

signal ocean
silver schooner
#

o wow

#

there seems to be an upper limit to how many particles are on screen

#

also, are particles planned to be running on GPU?

hushed nova
# silver schooner o wow

one thing i noticed when making my particle for my pipe is that there is definately a limit. If your map was slow it might be because you jacked it up too much. You can do alot with a little if you fiddle

silver schooner
hushed nova
#

usually around 300 is when i can achieve any effect i want

#

1000 is where problems occur

#

at least for me

silver schooner
#

like, I just want to know what the upper number is before they are culled

hushed nova
#

oh are they putting a hard limit?

silver schooner
#

there is one

#

but I don't want to calculate it myself

hushed nova
#

well i got a crash from one of mine so i assume it was up there past 1000

#

but that was one particle

#

do you think particles are all running rgardless of where you are or are they like LOD and disabled

silver schooner
#

there is a LOD setting per emitter

hushed nova
#

hmm

silver schooner
#

closest, middle, far

hushed nova
#

i cant see them putting a big limit on them then it might be like textures where there is a tile limit

silver schooner
#
LOD 0: < 25m
LOD 1: 25m - 200m
LOD 2: > 200m
hushed nova
#

ya i think a tile is 25-200

silver schooner
#

sure, the limit is actually quite low - but this is understandable since the particles run on CPU and not GPU

hushed nova
#

thats funny

silver schooner
#

or at least so I've been told

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if they are running on GPU then they are not optimized well yet

hushed nova
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i still dont understand the CPU/GPU difference as far as game engines these days i assume the GPU is thousands of times more powerful for stuff like this

silver schooner
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CPUs being general purpose as opposed to GPUs you can imagine it like CPU being a handyman that can do a lot of different things whereas a GPU would be an electrician that can do electrical very efficiently but not much else

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if that makes sense

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making some things run on the GPU is also a bit harder

hushed nova
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ya its a good analogy but i still dont get it

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to be they are both "engines" that burn gas "electircity" to do work

silver schooner
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the only thing a lambo does better than a toyota corolla aside from looks is it's faster

hushed nova
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i guess , i just dont know anything about code so im sure its about that

silver schooner
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they both have an actual processor chip, but everything around that chip is designed to handle different things

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it's quite hard to explain this without going into the technical stuff so I have to make up analogies

amber arrow
zenith smelt
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zenith smelt
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in future updates overriding of gamemats should be possible without doing such tricks