Page 1 of 2
Any recent advances to CEG?
Posted: 25 Mar 2011, 20:00
by Karl
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?
Posted: 25 Mar 2011, 20:06
by knorke
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.
Re: Any recent advances to CEG?
Posted: 25 Mar 2011, 20:13
by bobthedinosaur
well what is good? what are you looking for?
Re: Any recent advances to CEG?
Posted: 25 Mar 2011, 20:41
by smoth
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.
Re: Any recent advances to CEG?
Posted: 25 Mar 2011, 21:11
by Karl
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
Re: Any recent advances to CEG?
Posted: 25 Mar 2011, 21:13
by smoth
What pray tell is a real trail?
Re: Any recent advances to CEG?
Posted: 25 Mar 2011, 21:14
by Karl
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?
knorke 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.
that would be a huge plus
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
Re: Any recent advances to CEG?
Posted: 25 Mar 2011, 21:16
by smoth
I don't recall give me a screen shot please
Re: Any recent advances to CEG?
Posted: 25 Mar 2011, 21:24
by Karl
Re: Any recent advances to CEG?
Posted: 25 Mar 2011, 23:08
by smoth
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?
Posted: 26 Mar 2011, 00:18
by Karl
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.
how i do weapon emit?
Re: Any recent advances to CEG?
Posted: 26 Mar 2011, 00:21
by smoth
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.
Re: Any recent advances to CEG?
Posted: 26 Mar 2011, 00:32
by Karl
smoth 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.
problemm is the weapon needs to be 100% accurate then
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?
Posted: 26 Mar 2011, 03:32
by smoth
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.
Re: Any recent advances to CEG?
Posted: 26 Mar 2011, 05:18
by Forboding Angel
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.
Re: Any recent advances to CEG?
Posted: 26 Mar 2011, 09:05
by Karl
Forboding Angel wrote:Karl, you have no idea how CEGs work, so your posts are coming across similar to Emmanuel asking a question.
I made about 100~ CEGs for several mods.
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
Forboding Angel wrote:
CEGs can be emitted when an explosion takes place (I.e. Unit death explosions/Explosions from a projectile hit).
.
... And some of my ceg included death explosion
i made mainly weapon explosion and some of cegs I made included muzzleflashes
Forboding 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..
Yes and the flying pieces cant be hardly controlled they are mainly affected by explosion
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

Re: Any recent advances to CEG?
Posted: 26 Mar 2011, 10:56
by Forboding Angel
Well in that case it shouldn't be real tough for you to string a few words together to make a single intelligible sentence.
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?
^^ This topic should have been reported and locked simply for the first post alone. This is nearly Emmanuel level.
Re: Any recent advances to CEG?
Posted: 26 Mar 2011, 13:39
by Karl
Forboding Angel wrote:
^^ This topic should have been reported and locked simply for the first post alone. This is nearly Emmanuel level.
Why? Just because i asked if the CEG is now 100% done or that there is someone that is maintaining?
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?
Posted: 26 Mar 2011, 15:58
by knorke
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...
Re: Any recent advances to CEG?
Posted: 26 Mar 2011, 16:30
by Karl
knorke wrote:
It can not be done by a single CEG or can it?
Does any game do such effects?
I have some cegs that have trails but that is not the want i am looking for it
also Fibre uses it too
also look on the video that i posted it shows a trails used by ceg