Any recent advances to CEG?
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Any recent advances to CEG?
We have Dynamic Clouds
-Dynamic Water
-Dynamic Terrain
-Dynamic Sun (soon)
-That models can look great
etc...
yet on Ceg on the long run gets dusted out and old
is there any real development to it?
yes i am aware of LUPs but that is not what i am looking for
because it doesnt work somehow like writing* a CEG
*great copy&paste lol
u mad?
-Dynamic Water
-Dynamic Terrain
-Dynamic Sun (soon)
-That models can look great
etc...
yet on Ceg on the long run gets dusted out and old
is there any real development to it?
yes i am aware of LUPs but that is not what i am looking for
because it doesnt work somehow like writing* a CEG
*great copy&paste lol
u mad?
Re: Any recent advances to CEG?
i think CEGs can probally look good but it would be easier to make good looking ones if it was possible to reload them ingame.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Any recent advances to CEG?
well what is good? what are you looking for?
Re: Any recent advances to CEG?
Your post implies CEGs have been fully explored, they have not. Most projects barely utilize them.
If CEGs were fully explored there would be a need for expanded capabilities but so far there has not been anyone requesting additional functionality.
If CEGs were fully explored there would be a need for expanded capabilities but so far there has not been anyone requesting additional functionality.
Re: Any recent advances to CEG?
No request? i once requested for a REAL Trail wich we have in form from STANDAR EXPLOSION GENERATOR.
I know that it is possible with Spawners and Operators but thats not a good solution because it can be prone to make FPS low
I know that it is possible with Spawners and Operators but thats not a good solution because it can be prone to make FPS low
Re: Any recent advances to CEG?
What pray tell is a real trail?
Re: Any recent advances to CEG?
smoth wrote:What pray tell is a real trail?
on a *A Game for example spawn an big bertha or intimadator
let it shot now if you look closer there is a brown dot followed by a smokes wich makes a trail i can make screenshots for better understanding
edit: also
bobthedinosaur wrote:well what is good? what are you looking for?
that would be a huge plusknorke wrote:i think CEGs can probally look good but it would be easier to make good looking ones if it was possible to reload them ingame.
also list of games/mods using CEGS:
Excessive (good)
Excess (sort of crappy)
Excess II (good)
Gundam (good)
Spring 1944 (good)
KDR_11 mods like Fibre etc... (good)
XTA (good)
War To Oblivion (Crappy)
Zero-K (Sort of... somewhat crappy and good)
Balanced Annhilation (not really strong usage)
MicronWars (Crappy)
NOTA
Evo RTS
LLTA (now Tech Wars. not much usage but still somewhat good and bad)
and some few others that i am not aware of
Last edited by Karl on 25 Mar 2011, 21:19, edited 1 time in total.
Re: Any recent advances to CEG?
I don't recall give me a screen shot please
Re: Any recent advances to CEG?
doable with a combination of ceg and weapon emit on explosion. Cegs are merely particle systems but you can make a similar trail easily.
Re: Any recent advances to CEG?
how i do weapon emit?smoth wrote:doable with a combination of ceg and weapon emit on explosion. Cegs are merely particle systems but you can make a similar trail easily.
Re: Any recent advances to CEG?
It can be done via lua or cob.
What you would do is have a weapon that fires in an arc then do a simple ceg emit bound to it. Now these puffs are coming from a slow moving projectile so that is simple to do. Faster moving projectiles are trickier.
What you would do is have a weapon that fires in an arc then do a simple ceg emit bound to it. Now these puffs are coming from a slow moving projectile so that is simple to do. Faster moving projectiles are trickier.
Re: Any recent advances to CEG?
problemm is the weapon needs to be 100% accurate thensmoth wrote:It can be done via lua or cob.
What you would do is have a weapon that fires in an arc then do a simple ceg emit bound to it. Now these puffs are coming from a slow moving projectile so that is simple to do. Faster moving projectiles are trickier.
unless there is someway in lua/cob to read the other projectiles path
another way is: 1 unit and a explosion_spawn abuse for it
and the unit immediatly dies and fires fake weapons but that is no
it would look ugly and gives confusing on folder etc...
Re: Any recent advances to CEG?
My primary hd just died for some reason so this'll be short.
iPhone posting
Your post is entirely nonsense, none of that is true and either you are struggling with English or full of it and are joking. Any likehood that I would produce any sort of example for you left when my comp died.
iPhone posting
Your post is entirely nonsense, none of that is true and either you are struggling with English or full of it and are joking. Any likehood that I would produce any sort of example for you left when my comp died.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Any recent advances to CEG?
Karl, you have no idea how CEGs work, so your posts are coming across similar to Emmanuel asking a question.
If you want a projectile "trail" the tag you're looking for is "cegtag".
CEGs can be emitted from model pieces (Any of the major projects use this fairly heavily).
CEGs can be emitted when an explosion takes place (I.e. Unit death explosions/Explosions from a projectile hit).
The hilarious thing is, your screenshot is of a default engine explosion and you're sitting here complaining about CEGs. How ironic is that?
As far as can cegs be emitted from pieces of a model flying off after a unit has died, yes, but I can't remember how, and I think the only person who ever bothered to do it was argh.
If you want a projectile "trail" the tag you're looking for is "cegtag".
CEGs can be emitted from model pieces (Any of the major projects use this fairly heavily).
CEGs can be emitted when an explosion takes place (I.e. Unit death explosions/Explosions from a projectile hit).
The hilarious thing is, your screenshot is of a default engine explosion and you're sitting here complaining about CEGs. How ironic is that?
As far as can cegs be emitted from pieces of a model flying off after a unit has died, yes, but I can't remember how, and I think the only person who ever bothered to do it was argh.
Re: Any recent advances to CEG?
I made about 100~ CEGs for several mods.Forboding Angel wrote:Karl, you have no idea how CEGs work, so your posts are coming across similar to Emmanuel asking a question.
Define how i have no idea about it? You may be right when it goes about advanced use of Operator.
BTW for Spark explosion airdrag needs to be 1 if it should look good in anyway
And I say only the Pic that I uploaded.
And i know how to emit cegs in cob
... And some of my ceg included death explosionForboding Angel wrote: CEGs can be emitted when an explosion takes place (I.e. Unit death explosions/Explosions from a projectile hit).
.
i made mainly weapon explosion and some of cegs I made included muzzleflashes
Yes and the flying pieces cant be hardly controlled they are mainly affected by explosionForboding Angel wrote: As far as can cegs be emitted from pieces of a model flying off after a unit has died, yes, but I can't remember how, and I think the only person who ever bothered to do it was argh..
and i made those too (i had maked blood CEG for dead chicken queen and the chicken pyro)
and Noruas did it to (XTA for example)
And i can prove it if you dont belive me also
I admit however that CEGs from WTO was pretty crappy yes it sucked much compared i did on Excess/Excessive
http://www.youtube.com/watch?v=B7Ydf-FZTZs
-Usage of Spawner
-Usage of Operator
http://www.youtube.com/watch?v=lc5u7byT ... er&list=UL
-Again Operators but i dont have that anymore
I am such a dumb person when it goes about ceg

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Any recent advances to CEG?
Well in that case it shouldn't be real tough for you to string a few words together to make a single intelligible sentence.
^^ This topic should have been reported and locked simply for the first post alone. This is nearly Emmanuel level.Karl wrote:We have Dynamic Clouds
-Dynamic Water
-Dynamic Terrain
-Dynamic Sun (soon)
-That models can look great
etc...
yet on Ceg on the long run gets dusted out and old
is there any real development to it?
yes i am aware of LUPs but that is not what i am looking for
because it doesnt work somehow like writing* a CEG
*great copy&paste lol
u mad?
Re: Any recent advances to CEG?
Why? Just because i asked if the CEG is now 100% done or that there is someone that is maintaining?Forboding Angel wrote:
^^ This topic should have been reported and locked simply for the first post alone. This is nearly Emmanuel level.
And i am sorry if my english is horrible sometimes it is not my Mother language its not like that i learned in a School or something like that i learned just alone for it my self
Re: Any recent advances to CEG?
So the only way to have explosions like this:

where stuff flies out of the explosion and leaves a fire/smoke trail is with tricks like "exploding fake units" or using Lua to Spring.SpawnCEG more effects?
It can not be done by a single CEG or can it?
Does any game do such effects?
Anyway it would be nice to have same example commentated CEG files where the creator explains some stuff...

where stuff flies out of the explosion and leaves a fire/smoke trail is with tricks like "exploding fake units" or using Lua to Spring.SpawnCEG more effects?
It can not be done by a single CEG or can it?
Does any game do such effects?
Anyway it would be nice to have same example commentated CEG files where the creator explains some stuff...
Re: Any recent advances to CEG?
I have some cegs that have trails but that is not the want i am looking for itknorke wrote: It can not be done by a single CEG or can it?
Does any game do such effects?
also Fibre uses it too
also look on the video that i posted it shows a trails used by ceg