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#101 wraitii

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Posted 30 May 2012 - 12:00 PM

I think for smoke particles the game mainly needs a "Time.fade" option.
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#102 Strongground

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Posted 31 May 2012 - 10:40 PM

View Posthistoric_bruno, on 29 May 2012 - 11:46 PM, said:

It requires another emitter? Doesn't sound good for performance especially for something so difficult to see.
Yes, it currently uses one for the broader base of the flame and one for the thin part. This is only a workaround, to get flame-particles smaller at the top like real fire tends to. I think it badly needs a parameter to make the size of the sprite smaller over time, like "time.size" or something to reflect this. Another emitter is used for flying embers and one does the smoke.
An option for controlling the transparency of the particles would be nice too.

I have another thing to say about performance, that is probably better suited in another thread, but to sum it up: How about a quality slider to change the rate of particles generated so the overall particle count is lower if the users rig can't handle it (which I highly doubt but then again this isn't the place... )

I strongly oppose the "so difficult to see" part. One of the first things that sprung to my eye as I freshly played Alpha 10 last week where the particle effects. But maybe I'm not a very average gamer, for me good graphics and atmosphere (which is mainly composed of sound and graphics) can make or break a game. And especially as trees, grass etc. are not moving (which would be great to add btw!), the particles gather even more attention. My point is: Don't underestimate the aesthetical impact that particle effects can have, both in a good or bad way.

Here by the way is my new attempt at light smoke:
(youtube this time, if this is not okay I will remove it. It's set on private however.)
I think it looks much more like a campfire-sized smoke pillar would look - organic, smooth and dispersing. It can easily be made even lighter by spawning less particles and using a sprite with more Alpha. What do you think?

Edited by Strongground, 31 May 2012 - 10:42 PM.


#103 k776

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Posted 31 May 2012 - 11:10 PM

I can't view the video. It's set to private. It needs to be set to public but unlisted in order for others to see it.

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#104 Strongground

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Posted 01 June 2012 - 05:08 PM

View Postk776, on 31 May 2012 - 11:10 PM, said:

It needs to be set to public but unlisted in order for others to see it.
Ok, done.

Edited by Strongground, 01 June 2012 - 05:08 PM.


#105 zoot

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Posted 01 June 2012 - 05:15 PM

Looks excellent, IMO. I'd definitely include it, if only for high-end machines.

#106 Mythos_Ruler

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Posted 01 June 2012 - 05:26 PM

Looks much better than previous attempts. Good work. (y)
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#107 feneur

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Posted 01 June 2012 - 06:54 PM

That looks great (y)

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#108 k776

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Posted 01 June 2012 - 07:25 PM

Excellent. Love the growing/shrinking effect of the base flame. Looks very realistic now :-) Well done.

When you're ready, make a ticket and attach the modified files for inspection by Mythos

Kieran P [ aka k776 ]
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#109 Mythos_Ruler

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Posted 01 June 2012 - 07:54 PM

Yep, just zip up the files. I'd rather not have to deal with a .diff or patch file if at all possible. (y)
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#110 Jeru

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Posted 01 June 2012 - 10:31 PM

It is mesmerizing to watch. (y)

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#111 Sonarpulse

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Posted 20 June 2012 - 02:03 AM

Wow! That looks great!

Edited by Sonarpulse, 20 June 2012 - 02:03 AM.

Posted ImagePosted ImagePosted Image

#112 picobyte

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Posted 23 June 2012 - 10:02 AM

This looks really nice. I googled and found some articles that may be of interest:

particle explosion effects:
http://www.gamedev.n...on-effect-r2701

how to implement soft particles:
http://forums.create...ms/t/31387.aspx

and maybe, unrelated, swirl:
http://www.develop-o...article-systems




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