Sooo... what parameters can I pass these? Looks interesting...Added ExplosionSphere and ExplosionSpike to the explosiongenerator.
ExplosionSphere, ExplosionSpike
Moderator: Moderators
ExplosionSphere, ExplosionSpike
Those are effects that has been used by the standard explosions, this was just a bind to the explosiongenerator so they can be used by custom explosions.
This is how they look by themself:
This is how they look by themself:

Code: Select all
[properties]
{
ttl=40;
alpha=0.5;
expansionSpeed=10;
color=0.8,0.8,0.6;
}

Code: Select all
[properties]
{
dir=-15 r30,-15 r30,-15 r30;
width=15;
length=40;
alpha=0.8;
alphadecay=0.05;
color=1.0,1.0,0.8;
}
count=15;
Tested both. The sphere's normals are inverted... so I can't make a solid sphere of "light" with this. Might be able to come up with some interesting demos, dunno- this effect is kind've limited.
I really like the spikes, though- very handy for doing a few things that were expensive with other methods
I really like the spikes, though- very handy for doing a few things that were expensive with other methods

Neither have I. But we all have to take a break from time to time to do IRL things, so I'm not particularly worried about it.
But it'd be very nice to be able to apply ColorMap to this, so I thought I'd ask and see if someone would oblige me. It's not do-or-die stuff- just something that would make what I'm doing with this even cooler-looking
But it'd be very nice to be able to apply ColorMap to this, so I thought I'd ask and see if someone would oblige me. It's not do-or-die stuff- just something that would make what I'm doing with this even cooler-looking

- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Um, what are the class names for these?
I thought they'd be the following:
class=ExplosionSphere;
and
class=ExplosionSpike;
But spring says these classes are unkown.
Full explosion script:
I thought they'd be the following:
class=ExplosionSphere;
and
class=ExplosionSpike;
But spring says these classes are unkown.
Full explosion script:
Code: Select all
[LARGE_BOOM] //I made this! (Guessmyname)
{
[sphere]
{
class=ExplosionSphere;
[properties]
{
ttl=40;
alpha=0.5;
expansionSpeed=10;
color=1, 0.5, 0;
}
ground=1;
air=1;
count=1;
}
[spikes]
{
class=ExplosionSpike;
[properties]
{
dir=-15 r30,-15 r30,-15 r30;
width=15;
length=40;
alpha=0.8;
alphadecay=0.05;
color=0.5,0.25,0.0;
}
ground=1;
count=7;
}
[smoke]
{
[properties]
{
color = 0.1;
startSize = 10;
sizeExpansion = -0.6;
ageSpeed=0.04;
size = 30;
sizeGrowth = 15;
pos = 0, -1, 0;
speed=0, 1 r1.3, 0;
}
air=1;
water=1;
ground=1;
count=8;
}
[groundflash]
{
flashSize = 70;
flashAlpha = 0.9;
circleGrowth = 8;
circleAlpha = 0.4;
ttl = 20;
color = 1, 0.4, 0;
air=1;
ground=1;
water=1;
}
}
LOL... this is extremely interesting...
I've found that the dir instruction does not actually determine dir... it is only used to derive length of the spikes... problem solved...
So, yeah... I'm stupid... took me all fricking night to see that... duh... well, at least now I can get one step closer to pro FX... trust me, the stuff I'm building now is ... neat. I'll make some movies fairly soonish.
I've found that the dir instruction does not actually determine dir... it is only used to derive length of the spikes... problem solved...
So, yeah... I'm stupid... took me all fricking night to see that... duh... well, at least now I can get one step closer to pro FX... trust me, the stuff I'm building now is ... neat. I'll make some movies fairly soonish.
A WIP. Still need to get more accurate color control and do a few other things to desaturate it, but you get the basic idea- much more realistic explosions in Spring, and the overall cost in terms of FPS is, if anything, less than previous stuff, because I'm throwing fewer particles around (although I should hasten to say that due to the slower pace of the project's gameplay, I can afford to make things look uber).


Argh I suggest you buy a below top of the range PC. Nanoblobz plays at 2 frames per second for the vast majority of people, its essentially unplayable, and some of the effects are awkward to get. The array of features requiring dynamic water is wasted as the 8800 series cards dont render the water correctly, mand most other cards arent fast enough.(although I should hasten to say that due to the slower pace of the project's gameplay, I can afford to make things look uber).
I would take figures of what you think is suitable particle counts, then I would reduce them by 70%, as some of your explosions have literally thousands of aprticles and grind the framerate down even on the 8800GS.