Tutorials:NewDark/Particle effects - Bitmap Disk Fire: Difference between revisions
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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 | 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 Disk particle type added in 1.19 | ||
== Initial setup == | === The demo file === | ||
An example of the following flame setup is available in this file. It contains the demo.cow file and a bitmap directory containing 'fpuff.tga' - the image used on the bitmap disks. You are free to use the fpuff.tga file in your missions should you want it. | |||
=== 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: | 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: | ||
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S -> Scripts | S -> Scripts | ||
Script 0: AnimLight; Script 1: DoFlameSource; | Script 0: AnimLight; Script 1: DoFlameSource; | ||
</pre> | |||
* Click Done. | |||
== Where there's smoke there's fire == | |||
Now you need to create the smoke and fire particle effects themselves. This is where the new stuff actually kicks in: | |||
* Open the <code>SFX -> FireFX -> FireParticleFX -> FireplaceFX</code> tree | |||
* select <code>FireplaceFX</code>, click Add. In the window enter <code>NewFireplaceOrange</code> and click OK. | |||
* select <code>NewFlame</code> and add the following: | |||
<pre> | |||
SFX -> Particles | |||
Active: ticked | |||
Particle Render Type: Bitmap disk | |||
Particle Animation: Launched continually | |||
Particle Group Motion: Attached to object | |||
number of particles: 40 | |||
size of particle: 1.5 | |||
bitmap name: fpuff | |||
velocity X: 0 Y: 0 Z: 0 | |||
gravity vector X: 0 Y: 0 Z: 1 | |||
color (palettized): 0 | |||
2nd color: 0 | |||
3rd color: 0 | |||
alpha: 40 | |||
fixed-group radius: 0.02 | |||
spin/pulse group: unticked | |||
spin speed X: 0 Y: 0 Z: 0 | |||
pulse mag: 0 | |||
pulse cycle time ms: 0 | |||
particle fade time: 0.8 | |||
launch period: 0.05 | |||
animation offset: 0 | |||
group-scale velocity: 0 | |||
bm-disk flags: Fade in at Birth, Grow-in at Birth, Use RGB Colors | |||
bm-disk birth time: 1.2 | |||
bm-disk rot (vel, offs, rand) X: 1.5 Y: 0.5 Z: 1.3 | |||
bm-disk ani frame time: 0.0 | |||
bm-disk grow speed: 0.2 | |||
bm-disk rgb: (222, 26, 28) | |||
bm-disk 2nd rgb: (254, 184, 11) | |||
bm-disk 3rd rgb: (218, 120, 19) | |||
All other options unticked, except 'particles start launched' which should be ticked. | |||
SFX -> Particle Launch Info | |||
Launch Type: Bounding Boc | |||
Box Min X: -0.6 Y: -0.6 Z: 0.5 | |||
Box Max X: 0.6 Y: 0.6 Z: 1 | |||
All other options zero/unticked until | |||
Min time: 2.3 | |||
Max time: 3.0 | |||
Renderer -> Alpha Blend Mode: Add | |||
</pre> | </pre> | ||
* Click Done. |
Revision as of 20:40, 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 Disk particle type added in 1.19
The demo file
An example of the following flame setup is available in this file. It contains the demo.cow file and a bitmap directory containing 'fpuff.tga' - the image used on the bitmap disks. You are free to use the fpuff.tga file in your missions should you want it.
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;
- Click Done.
Where there's smoke there's fire
Now you need to create the smoke and fire particle effects themselves. This is where the new stuff actually kicks in:
- Open the
SFX -> FireFX -> FireParticleFX -> FireplaceFX
tree - select
FireplaceFX
, click Add. In the window enterNewFireplaceOrange
and click OK. - select
NewFlame
and add the following:
SFX -> Particles Active: ticked Particle Render Type: Bitmap disk Particle Animation: Launched continually Particle Group Motion: Attached to object number of particles: 40 size of particle: 1.5 bitmap name: fpuff velocity X: 0 Y: 0 Z: 0 gravity vector X: 0 Y: 0 Z: 1 color (palettized): 0 2nd color: 0 3rd color: 0 alpha: 40 fixed-group radius: 0.02 spin/pulse group: unticked spin speed X: 0 Y: 0 Z: 0 pulse mag: 0 pulse cycle time ms: 0 particle fade time: 0.8 launch period: 0.05 animation offset: 0 group-scale velocity: 0 bm-disk flags: Fade in at Birth, Grow-in at Birth, Use RGB Colors bm-disk birth time: 1.2 bm-disk rot (vel, offs, rand) X: 1.5 Y: 0.5 Z: 1.3 bm-disk ani frame time: 0.0 bm-disk grow speed: 0.2 bm-disk rgb: (222, 26, 28) bm-disk 2nd rgb: (254, 184, 11) bm-disk 3rd rgb: (218, 120, 19) All other options unticked, except 'particles start launched' which should be ticked. SFX -> Particle Launch Info Launch Type: Bounding Boc Box Min X: -0.6 Y: -0.6 Z: 0.5 Box Max X: 0.6 Y: 0.6 Z: 1 All other options zero/unticked until Min time: 2.3 Max time: 3.0 Renderer -> Alpha Blend Mode: Add
- Click Done.