
levels 1-5
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Bingo. Lower the initial size, then limit the size of the expansion over time, so that it isn't as exaggerated. Also, I'm working on a fast flame FX script, for fiery goodness at the strike point without too much lag, so I may have something to contribute there, when it works right.Part of the problem is that the flame coming from the nozzle is far too wide to look like it is actually exiting the nozzle rather than simply popping into existence.
lolsmoth wrote:You would have to see the effect in action but it is not a constant wall of fire, it starts as a small thin burst and expands out.
argh, I got this covered.
What you see...just double the amount of projectiles and halve the damage projectiles do and then you'll have thicker, richer looking flames
Ivory, I am going to say this once, the spring flames are not good looking and fyi, those who have seen the effect in tower defense are thoroughly impressed. I don't care if you have a hardon for the spring flames, I find them horribly unattractive. I am doing better with LESS particles. There are only about 16 particles per burst my way.just double the amount of particles and halve the damage projectiles do and then you'll have thicker, more blob looking flames that eat more fps
Very nice, but take care of RL first, mmkay?smoth wrote:ok, this is the first day of my last semester in college so for the next two days I will not be working on tower defense. I have graduation applications to fill out and other items to do. This also will give me a break as I have currently modeled 19 turrets back to back and slavishly worked on the effects you people are whining over. So I will recontinue work on the 22nd.