ExplosionSphere, ExplosionSpike

ExplosionSphere, ExplosionSpike

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Argh
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ExplosionSphere, ExplosionSpike

Post by Argh »

Added ExplosionSphere and ExplosionSpike to the explosiongenerator.
Sooo... what parameters can I pass these? Looks interesting...
Yeha
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Joined: 13 Aug 2004, 19:12

Post by Yeha »

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:
Image

Code: Select all

		[properties]
		{
			ttl=40;
			alpha=0.5;
			expansionSpeed=10;
			color=0.8,0.8,0.6;
		}
Image

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;
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Argh
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Post by Argh »

Cool cool. With a texture parameter and colormap, they'd be very useful. Thanks for making these open to the explosiongenerator code, Yeha :-)
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Snipawolf
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Post by Snipawolf »

Hehehe, I like that second one..

Slow down some! I know you need to keep updating the engine and all but I am getting left behind :wink:

Time to get serious.
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Argh
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Post by Argh »

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 :-)
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Argh
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Post by Argh »

Any chance I could get anybody to alter the code so that I can specify a Texture1 and ColorMap? It'd be very, very handy. Seriously :-)
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rattle
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Post by rattle »

Haven't seen Yeha around lately... :(
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Argh
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Post by Argh »

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 :-)
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Noruas
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Post by Noruas »

can i see an example of how to use the sphere and spike?
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Argh
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Post by Argh »

Like, maybe... the source I posted above? :roll:
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smoth
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Post by smoth »

wasn't this going to be in the next version?
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Guessmyname
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Post by Guessmyname »

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:

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;
	}
}
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Noruas
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Post by Noruas »

Me too, thats why i am confused.
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smoth
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Post by smoth »

smoth wrote:wasn't this going to be in the next version?
GMN, NORUAS READ MY POST!
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Argh
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Post by Argh »

Nevermind... problem solved...
Last edited by Argh on 08 Feb 2007, 14:18, edited 1 time in total.
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Argh
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Post by Argh »

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.
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Argh
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Post by Argh »

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).

Image
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Zydox
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Post by Zydox »

/me likes Argh's work :-)
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AF
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Post by AF »

(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.

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.
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LordMatt
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Post by LordMatt »

AF wrote:Argh I suggest you buy a below top of the range PC.
AF I suggest you buy the PC for Argh...:|
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