Ground Attack VFX (with SFX )

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  • Опубликовано: 21 авг 2024
  • www.unrealengi...
    VFX with many types of Attack Extent : Sector Area,Straight Line Area,Circle Area,SinglePoint
    NS_AberrateObelisk,NS_DashMagma,and NS_IceSpike are Sector Area VFX.
    Using parameter : "_SpreadWide" to extend angle of fan.
    Parameter: "LineLength" can extend the distance of path.
    Low "_SpreadWide" with high "LineLength" almost became a straight line Area VFX.
    Check "Adapt Terrain" can automaticlly match the Ground.Default is Off(this feature need enable Distance Fields in project setting)
    NS_Lazurite is a color varient of NS_AberrateObelisk.
    NS_FeudFang,NS_HuntingSharkFin are straight line Area VFX.
    Using "_TravelDistance" and "_TravelDistance" to make Ur desirable result.
    Parameter "_GapBetweenFang" can control the interval of cluster of particle.
    default value of "Adapt Terrain" is on .Which is suitable for straight line Area VFX.
    NS_BrambleTusk,NS_IceSpell and NS_StoneRush are Circle Area VFX(AOE VFX)
    Use "_AllSize" and " SpikeSize" to concoct Ur own one.
    Its worth to play around parameter :"BigCount" "SmallSmallCount" "SmallCount" in NS_StoneRush.
    and "_NumOfTusk" in NS_BrambleTusk.
    NS_BrambleTusk_5_4 is a version for UE 5.4 above
    NS_LavaBurst,NS_IceSprout,NS_PoisonCannibalPlant and NS_FreezeCrystal are singlePoint Area VFX.NS_PoisonCannibalPlant and NS_FreezeCrystal can use to freeze or immobilize target.
    Parameter:"NumOfStem' in NS_PoisonCannibalPlant can control the number of CannibalPlant.
    Increasing "SphereMaskMix" in NS_FreezeCrystal allow U to see Who be Freezed Clearly.
    Use Ice Version by Turnning on "UseIce" in NS_FreezeCrystal !!
    "NoPillar" may be a good option in 'NS_LavaBurst"
    "SustainTime" in NS_FreezeCrystal and NS_IceSprout can allow U decide how long the VFX can reserve before dissolving.
    For Those icing VFX. U always can find a parameter called "_FlatNormalPower". boost it can get more smooth more clear Ice material looking( By removing some detail).
    Decrease"_FresnelPOW" to increase Opacity.

Комментарии • 19

  • @DrGameTazo
    @DrGameTazo  Месяц назад +3

    "NS_BrambleTusk_5_4" is a version for UE 5.4 above.otherwise just use "NS_BrambleTusk"

  • @jb2760
    @jb2760 Месяц назад +2

    Read the description nevermind this pack is quite amazing. It lets you easily do most of those things.
    Bro these effects are dope af. I really wish devs of these asset packs did a small tutorial on how to modify their effects after you purchase them. Such as color and the mesh used. I always avoid buying these to prevent coming off as an asset flip. Great work though!

    • @DrGameTazo
      @DrGameTazo  Месяц назад

      Second half of video has little demonstrate how to modify this parameters( color ),thx my friend

  • @izanagisora
    @izanagisora Месяц назад +1

    Great!
    I just start learning about unreal engine 5
    And this video is awesome
    I am planning to make an open world game ( planet earth wide open world types)
    And super natural powers are one of the necessary things in my project!
    Anyway awesome work!

  • @aurumquantumnftwildrift9964
    @aurumquantumnftwildrift9964 8 дней назад +1

    Hi! I purchased your previous packs and purchased this on also. I can clearly see that the quality of delivery improved in the latest packs. So thank you and keep it up!
    I have a question: in NS_FeudFang if I set the spawn rate directly of any of the fang emitters to anything less than 3 the fang doesn't spawn at all. If I enter 4 or 5, then only 2 particles of fangs spawn. Also if I set _TravelTime to 23 seconds then the whole effect gets broken and spawns the particles only anear the 0,0,0 point. So there is some math going on somewhere. I tied to find any parameters related to that but couldn't find any. Can you please clarify how it works? My issue with this particular VFX is that I want all the sequence (the loop) to run 0.5 seconds and still cover the same distance, but the custom parameters which you have there are not solving this issue so i decided to adjust the VFX myself. Thanks!

    • @DrGameTazo
      @DrGameTazo  8 дней назад

      The spawn rate almost means Spawn how many particle in one Second.If U set 1 or 2 spawn rate with very short period(EX: Setting _TravelTime to 0.5) .it almost spawn nothing at all . In Ur case. setting _TravelTime to 0.5 is for sure. then densify it via setting _GapBetweenFang to 0.5 ,Thus it should fit Ur desire!! and extreme high _TravelTime need some compensate with higher _TravelDistance.Setting _TravelTime and _TravelDistance both to 23 Can show what I mean. Thanks for Ur purchase.I remeber U bought lots of pack of mine.THX

  • @IronMouth484
    @IronMouth484 Месяц назад +3

    🤟

  • @snoozsofreshprod
    @snoozsofreshprod Месяц назад +1

    wow

  • @patrickianperalta
    @patrickianperalta Месяц назад +3

    Can the damage FX be made permanent, or at least last longer?

    • @patrickianperalta
      @patrickianperalta Месяц назад +1

      Wait, I've an idea. Does the asset contain static meshes (and material) of the damage FX? I'm thinking this can be placed on the target mesh after the Niagara FX ends, thus resulting in a permanent damage look. Is this possible with the package?

    • @DrGameTazo
      @DrGameTazo  Месяц назад

      @@patrickianperalta this pack do not contain hit vfx,u can use constant hit vfx in the pack u just bought, energy beam vfx,or use this ruclips.net/video/8zTt-fN4dX4/видео.htmlsi=OQAnItAazM6VinIl (freeze or crystal State)or buff vfx pack or ring aura vfx pack, they are indefinitely loop vfx

  • @izanagisora
    @izanagisora Месяц назад +1

    Just a question
    Instead of firing the said things
    Into one location
    Can we make it fire in a continuous rate like
    The 1st and 3rd one
    We make it fire to many places at once (aoe)
    Or a line or lines in our desired direction! 😅
    Please answer this

    • @DrGameTazo
      @DrGameTazo  Месяц назад +2

      spawn by timer in BP can do it
      ruclips.net/video/YlO8VRuNA6A/видео.htmlsi=xsNmyMTPsgXozqOC&t=2384

  • @user-xj2go5ip4c
    @user-xj2go5ip4c Месяц назад +2

    超強的

  • @whoodieh1z164
    @whoodieh1z164 Месяц назад +2

    nice but most of the effects dont work im using 5.4, I fixed it lol

    • @DrGameTazo
      @DrGameTazo  Месяц назад +2

      @@whoodieh1z164 really!! Let me test....

    • @DrGameTazo
      @DrGameTazo  Месяц назад +3

      After testing in 5.4,It seems to me."NS_BrambleTusk" could cause error. Any other Feedback report??Its Glad to know!!THX~

    • @IronMouth484
      @IronMouth484 Месяц назад +2

      It works well in 5.4 for me !!

    • @DrGameTazo
      @DrGameTazo  Месяц назад +1

      @@IronMouth484 Yes . I fixed "NS_BrambleTusk" . the pack is updated