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Make sure to get the latest update from today because the drop down menu wasn't accessible due to a scroll bar bug.
Try it on a particle that spawns faster like the rain particles to see that it works. The light shafts don't spawn quickly by default.
What does it mean please ..?
Yes, I listen on "Foregone Destruction" on Youtube "Unreal Tournament 3 music", nice bass on it.
But with it, nothing happened if I put the default option..
Don't understand what happened if I touch Exposant, Limits X and Y and same to Frequency.. That's not very easy.
You need to know what an 'exponent' is, yes, but you can also just ignore that option if you don't know. On the other hand, I regularly get requests to add even more options to this which would make this several times more complex than it is now...
Thanks, looks like you got it to work. Maybe what you want to do could work better if you increase the rate of the emitter even more, but I'm afraid I don't have any other suggestions.
With particles it's probably trickier to get the audio response to look the way you want than with i.e. the shake effect. If the emission rate is low or the lifetime too long it won't be so obvious (that's why it is easier to use with the rain effect).
Yes, but first I will implement scripting support.
There are too many options and things to consider - even with the audio effects like I mentioned before. So when there's scripting, everyone can share scene elements with total custom behavior over Workshop and not everything needs to be pre-built specifically by me first.
Dunno if I made with rain particles, what would be the result at the end ? Need something looks similar like Lucio shots in the game. I like with green shafts, not so bad.
I can't wait to futures music oscillators in Wallpaper Engine !
I love creating on this software.
Thank you for your help !
Oh, no, the rain was just an example for comparison, if you use the audio response on it, it's easier to see how it matches the sound than on other particles (because rain drops spawn fast and don't exist for a long time). The light shafts you have fit much better, yeah.
I hope you'll get this one to work again with the new user properties: https://steamcommunity.com/sharedfiles/filedetails/?id=869945315 :P
The bindings should work on particles and models too since yesterday, at least the particle instance color can be bound.
I guess I should make the bind option also allow binding of the schemecolor property.
To whom do i have to sell my soul to get more audio effects like maybe the water ripple effect that kicks in when a beat drops or something similar? ;-)
And how about configuring some kind of "extended settings" for users who might want to experiment a little more with extra options? Like in other programs where you can switch to more complex settings if you want without risking to scare off less experienced user with to much input. Just an idea.
If you want to control any of the properties of the water ripple effect by audio then this will also become possible through scripting later. I will probably supply some sample script bindings including audio in the editor too that can be applied to anything.
Yeah, at first after patch I was like 'oh particles can only be checked boxed' 😞then next day I looked again and saw that you could after all set color'
😊
After looking around the editor I really appreciate how much work that must have been for you. I've added, color, slider and checkboxes for stuff.
Really like how you designed it and how I can set multiple assets and effects to a single bind.
So cheers Bio 💙
Now I'm just playing around with lightning and the options in randomshpere the link really helped.