Tis the season for eggnog and giving!

Helo guys!

In the spirit of christmas and the holidays, I am creating this topic were I and anyone else who wants to post free stuff for the community!

I will start by posting 3 snowFX:

light snow,
blizzard,
fast snow.

And a script that scales particle effects… this script is quite simple, just add it to a gameObject group and assign the particleEmitter to the pars array.

then change the scale factor click update and BOOM!! scaled :slight_smile:

here is the download link:

hope you guys like the idea and enjoy the stuff!

you can use these FX and scripts in anything you want.

thanks for reading!

Update:

more stuff!!!

cartoony clouds:

includes textures materials scripts!

also has a generator script that will make the sky full of clouds!
link:

wow really? giving free stuff and not one comment… :stuck_out_tongue:

Wow really? After 35 minutes already impatient? :wink:

Thanks then!

harhar! your welcome!

Thankyou! seriously needed it.

no problem!

Downloaded, thanks for sharing!

One can never have too many particle tools.

-Doza

Wow thats awesome man thanks very much :slight_smile: this will work well with what I am working on !!

no problem!

Yeah I saw the lack of good scaling in particle FX :slight_smile:

your welcome!

Update! add more stuff! see original post for details.

Is any one else going to add stuff here?

Snow is fantastic!

Thanks a ton for sharing.

I’ll try to add something if i can something up enough.

Problem is most anything i have is buried in a crapload of disorganization

I’ve been down that road many times :wink:

.
no problem!

awesome!

Update:

Ok fixed a problem in the cloud generator and move cloud script… copy and paste this new code on the old code:

//MoveCloud.js
var moveDir : Vector3;
var random : float;
@HideInInspector
var moveSpeed : Vector3;
@HideInInspector
var dist : float;
function Start () {
	var randomSpeed = Random.Range(0,random);
	moveDir.z += randomSpeed;
}

function Update () {
	transform.Translate(moveDir*Time.deltaTime);
	if(transform.localPosition.z < -dist){
		transform.localPosition.z = dist;
	}
	if(transform.localPosition.z > dist){
		transform.localPosition.z = -dist;
	}
}

Cloud script:

//Cloud.js
var cloud : Transform;
var dist : float;
var amount : int;
var hightRandom : float = 100;
@HideInInspector
@SerializeField
private var clouds : GameObject[];

function New () {
	DeleteClouds();
	clouds = new GameObject[amount];
	for(i=0;i<clouds.length;i++){
		var newCloud = Instantiate(cloud,transform.position+Vector3(Random.Range(-dist,dist),Random.Range(-hightRandom,hightRandom),Random.Range(-dist,dist)),transform.rotation);
		newCloud.parent = transform;
		
		newCloud.GetComponent("MoveCloud").dist = dist;
		clouds[i] = newCloud.gameObject;
	}
	
}

function DeleteClouds () {
	for(i=0;i<clouds.length;i++){
		DestroyImmediate(clouds[i].gameObject);
		
	}
	clouds = new GameObject [0];
}

Also It would be cool to see how these things looked in game!

could you guys post some screenShots?

thanks

nice man, thanks i will go through what i have done and might give some stuff away on hear aswell, its just a matter of finding the files and stuff

Here’s a quick pic, adding alot of clouds definately eats up the fps hehe, added 10000 clouds and it looked good but was getting 15fps lol…

Well I’ll be the first person to give something besides 3ddude.

Were is the webplayer, and here is the package

Its not very fancy, but its something for the noobs to learn off of. It is an old learning project.

Merry Christmas

wow thats pretty cool! like the terrain!

here are some images that I made :slight_smile:

that would be awesome to have more stuff!

Update:

Ok one more fix… the cloud script would not work in some cases were the particle animator was removed…

updated code… once again just copy and paste over the old code:

//Scale.js
var pars : ParticleEmitter[];
var scale : float= 1;

@SerializeField
@HideInInspector
private var minsize : float[];

@HideInInspector
@SerializeField
private var maxsize : float[];

@HideInInspector
@SerializeField
private var worldvelocity : Vector3[];

@HideInInspector
@SerializeField
private var localvelocity : Vector3[];

@HideInInspector
@SerializeField
private var rndvelocity : Vector3[];

@HideInInspector
@SerializeField
private var rndforce : Vector3[];

@HideInInspector
@SerializeField
private var forces : Vector3[];


@HideInInspector
@SerializeField
private var scaleBackUp : Vector3[];

@SerializeField
@HideInInspector
private var firstUpdate = true;

function UpdateScale () {   
    var length = pars.length;
    
    if(firstUpdate == true){
	minsize = new float[length];
	
    maxsize = new float[length];
    
    worldvelocity = new Vector3[length];
    
  	localvelocity = new Vector3[length];
  	
   	rndvelocity = new Vector3[length];
   	
   	rndforce = new Vector3[length];
   	
   	forces = new Vector3[length];
   	
    scaleBackUp = new Vector3[length];
    }
      
   
    for (i = 0; i < pars.length; i++) { 
    	var anim = pars[i].gameObject.GetComponent(ParticleAnimator);
    	if(firstUpdate == true){
    		minsize[i] = pars[i].minSize;
        	maxsize[i] = pars[i].maxSize;
        	worldvelocity[i] = pars[i].worldVelocity;
        	localvelocity[i] = pars[i].localVelocity;
        	rndvelocity[i] = pars[i].rndVelocity;
        	if(anim){
        	rndforce[i] = anim.rndForce;
        	forces[i] = anim.force;
        	}
        	scaleBackUp[i] = pars[i].transform.localScale;
        }
        
        pars[i].minSize = minsize[i] * scale;
        pars[i].maxSize = maxsize[i] * scale;
        pars[i].worldVelocity = worldvelocity[i] * scale;
        pars[i].localVelocity = localvelocity[i] * scale;
        pars[i].rndVelocity = rndvelocity[i] * scale;
        if(anim){
        anim.rndForce = rndforce[i] * scale;
        anim.force = forces[i] * scale;
        }
        pars[i].transform.localScale = scaleBackUp[i] * scale;
        
    }
	firstUpdate = false;
}

Hello again!

I am verryyy excited!

I made this AWSOME pic here! hope you like it!

It uses some new clouds I am working on and some nice fog FX.

Happy holidays!

also this was made in unity basic :slight_smile:

Nice, i’m going to be starting work on fog effects soon, glad to see basic can do it nicely.