Tutorials:NewDark/Particle effects - Bitmap Disk Fire: Difference between revisions
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The Watcher [PHRhYmxlIGNsYXNzPSJ0d3BvcHVwIj48dHI+PHRkIGNsYXNzPSJ0d3BvcHVwLWVudHJ5dGl0bGUiPkdyb3Vwczo8L3RkPjx0ZD51c2VyPGJyIC8+YnVyZWF1Y3JhdDxiciAvPnN5c29wPGJyIC8+PC90ZD48L3RyPjwvdGFibGU+] (talk | contribs) (Created page with "This is a very quick and dirty tutorial explaining how to set up a new, particle-only Flame (-208) replacement in Dromed for v1.19. This **will not** work in v1.18 as it relie...") |
The Watcher [PHRhYmxlIGNsYXNzPSJ0d3BvcHVwIj48dHI+PHRkIGNsYXNzPSJ0d3BvcHVwLWVudHJ5dGl0bGUiPkdyb3Vwczo8L3RkPjx0ZD51c2VyPGJyIC8+YnVyZWF1Y3JhdDxiciAvPnN5c29wPGJyIC8+PC90ZD48L3RyPjwvdGFibGU+] (talk | contribs) m (The Watcher moved page Tutorials:Thief1.19/Particle effects - Bitmap Disc to Tutorials:Thief1.19/Particle effects - Bitmap Disc Fire without leaving a redirect) |
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Revision as of 20:11, 27 September 2012
This is a very quick and dirty tutorial explaining how to set up a new, particle-only Flame (-208) replacement in Dromed for v1.19. This **will not** work in v1.18 as it relies on the Bitmap Disc particle type added in 1.19
Initial setup
First you need to create a new flame base, an object that will have the various particle components linked to it. Open the Object Hierarchy window and then:
- Open the
SFX -> FireFX
tree - select
FireFX
, click Add. In the window enterNewFlame
and click OK. - select
NewFlame
and add the following:
AI -> Utility -> Path avoid: Repel Act/React -> Receptrons WaterStim; Min: 0.0; Max: No max; Effect: Slay object; Target: Me; Agent: Me KOGas; Min: 0.0; Max: No max; Effect: Slay object; Target: Me; Agent: Me AmbientHacked Radius: 30; Override Volume: 0; Flags: [None]; Schema Name: fire_flame Game -> Damage Model -> Slay Result: No Effect Renderer -> Anim Light Mode: random but coherent millisecs to brighten: 99 millisecs to dim: 99 max brightness: 120 min brightness: 80 radius: 30 inner radius: 0 quad lit: ticked Renderer -> LightColor hue: 0.1; saturation: 0.75 S -> Scripts Script 0: AnimLight; Script 1: DoFlameSource;