Tutorials:NewDark/Particle effects - Bitmap Disk Fire

Building pieces of another world.
Revision as of 18:08, 27 September 2012 by gravatar The Watcher [userbureaucratsysopPHRhYmxlIGNsYXNzPSJ0d3BvcHVwIj48dHI+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...")
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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 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 enter NewFlame 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; 

Authors

  • gravatar The Watcher [userbureaucratsysopPHRhYmxlIGNsYXNzPSJ0d3BvcHVwIj48dHI+PHRkIGNsYXNzPSJ0d3BvcHVwLWVudHJ5dGl0bGUiPkdyb3Vwczo8L3RkPjx0ZD51c2VyPGJyIC8+YnVyZWF1Y3JhdDxiciAvPnN5c29wPGJyIC8+PC90ZD48L3RyPjwvdGFibGU+]