Ballistics impacts & other violent VFX/Particles

thanks I’ll be buying today or tomorrow. By the way, are the audio effects included or just for demonstration? Thanks and great work

I’ve included the weapon firing sound FX etc, but I couldn’t include the impact sounds/whizzes I had used so far because although heavily modified, I had derived them from placeholder assets I don’t own. However! I had been thinking about recording and making my own set of impact sounds and weapon whizz sound FX to include in a later update if that is something desired?

Would be great if you can add Sound FX. I’d say closest project that would compete with yours is this one - Bullet impact VFX and Bullet hole decals with sounds (UE4) - YouTube - and he’s got soundfx and decals (@ $59 too). :slight_smile:

The impact sounds and whizzes would be greatly desirable, but if you can’t would you at least add placeholder beeps so we can source our own sounds and simply swap them out?
Regards
Slinky

Ok guys, I’m away at the moment but I’ll be back tomorrow with a launch trailer and will also reply to IM’s etc (sorry for delay). I’ll be making a start on 1.1 update too. I’m gonna add bullet impact and whizz sounds in either the 1.1 update, or the next - depending on how much I can cram into 1.1. So far i’m planning on muzzle flashes/smoke, a frag grenade, a gas canister prop/BP, some blood splat decals, a start on bullet decals - and I might make a start on the penetration/exit VFX but I might put that into 1.2 because that might be best to release with the sounds too.

Launch Trailer up:

Update 1.1 progress update “A”

Hi again.
All lovely. However when I mentioned the wisps of smoke coming from the muzzle post firing like the game Insurgency I meant more of a longer snake like trail of concentrated smoke that follows the physical movements of the muzzle over about 1.5 - 2 seconds? It really helps connect the virtual weapon to a more physically present object.

Anyway. I’m awaiting the marketplace release instead of gumroad to keep the future updates tidier.

Regards
Slinky

Nice I can see me buying this! Would the price increase at all or?

Slinky: Yep, don’t worry - that’s on my 1.1 list - have made a start on it so will include those in the next 1.1 teaser. Will keep you posted on marketplace progress :slight_smile:

Frostyshield: No plans to do so right now but of course it’s only just launched and I have no idea how well it’s gonna sell (I’d imagine marketplace will be the main source of sales, once that’s up). The pack is going to swell over time with new content and there are so many things I could add to it and would like to be receptive to requests along the way. So I’ll review the cost as it grows in size if needed.

I want this!

Edit: What are the target platforms for this VFX pack?

HeadClot: desktop/PC and consoles, at least initially. In truth I’ve only ever developed for PC and consoles, so I’m not sure what limitations a phone or tablet would have and if they are viable. It might be worth me releasing one particle exemplar for people to test out first.

Can anyone chip in with the particle performance of general phones/tablets these days? Most of the particles are quite light on the particle count (and could be further reduced easily). I would imagine it’s the fill rate that would be the limiting factor on mobiles with layered transparent particles billboards?

Oh, as an aside - I’ve decided to get at least some impact sound FX into 1.1. So, today I’m heading off to record myself hitting a bunch of non valuable items very hard.

What Unreal Engine Versions does this currently support?

Looks GRRRRRREAT!

It’s all made in 4.10 :slight_smile:

This weekend I updated the project to 4.11 for the marketplace submission. There were a few changes made to the engine that meant I had to fix some stuff, but it was mostly painless (there was a noticeable shift in the transparent particle material lighting that I now have to compensate for, and some audio changes needed).

One benefit is the new cut outs system, which is significantly less wasteful for rendering sub-uv particles - but I have to set up each particle emitter manually to use this, so that will be a bit mind numbing (I’ll put that off for tomorrow!).

Here’s one for you Slinky… a quick grab of the work in progress muzzle smoke: (flash is placeholder)

Also a quick canister blueprint update:
The canisters now can trigger or detonate each other, causing chain reactions. Also, I added some sound details - such as a higher pitch shrill and flaming audio when you get closer to the canister. So when you hear those you know you are in trouble…

Has it been submitted to the marketplace… Did they approve it yet… Can’t wait to get it :OOOO:)

Submitted this weekend, so I’ll keep you posted :slight_smile: