Test installer for 0.72b1 + custom explosion generator - Page 3

Test installer for 0.72b1 + custom explosion generator

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

Moderator: Moderators

User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Radeon 9800 pro (@xt stats) having blue explosions here. Also on my laptop with ATI 200m chipset.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

When i add ground flashes to a explosion, the "default" effects like smoke and stuff don't show up anymore..
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

yes, it's custom or it's not. You either have to make the complete explosion yourself, or use the original explosions.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Sorry if this is already covered, but could there be example weapons posted in the wiki or somewhere which can replicate current explosions? That way we can just tweak them to our needs.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

This is really incredible stuff! Am very eagerly awaiting the next revision for further testing... and have plans to make some vids with NanoBlobs using this code 8)
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Hmm... i've managed to make a rudimentary mushroom cloud, but still blue explosions, anything on the cause of this yet?
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

FireCrack wrote:Hmm... i've managed to make a rudimentary mushroom cloud, but still blue explosions, anything on the cause of this yet?
Saying this and not posting screens puts you in the running for this year's "Most likely to be shot by a crazed fanboy on his/her way home" award.

Seriously. Lets see that @_@
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Nemo wrote:
FireCrack wrote:Hmm... i've managed to make a rudimentary mushroom cloud, but still blue explosions, anything on the cause of this yet?
Saying this and not posting screens puts you in the running for this year's "Most likely to be shot by a crazed fanboy on his/her way home" award.

Seriously. Lets see that @_@
AKA Zoombie. =P
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Is anyone else getting black ground with this?
Theotherguy
Posts: 79
Joined: 11 Jul 2005, 02:01

Post by Theotherguy »

I am
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

please fix the blue

http://img.photobucket.com/albums/v66/F ... shroom.jpg

Code: Select all

[ARM_LIGHTLASER_Expl]
{

	[smoke2] //smoke pooling at ground
	{
		[properties]
		{
			ageSpeed=0.01;
			size = 240;
			sizeGrowth = 1;
			pos = -400 r800, r400, -400 r800;
			wantedPos = -300 r600, r30, -300 r600;
			speed = -1 r2, -1 r2, -1 r2;
			glowFalloff=20;
			
		}
		water=1;
		ground=1;
		count=30;
	}

	[smoke] //smoke column
	{
		[properties]
		{
			ageSpeed=0.01; // age increase per frame, when age >= 1 the particle is destroyed
			size = 60;
			sizeGrowth = 100;
			pos = -10 r20, r5, -10 r20;
			speed= -1 r2, r12, -1 r2;
		}
		water=1;
		ground=1;
		count=40;
	}

	[heatcloud] //mushroom top
	{
		[properties]
		{
			pos = -180 r360, r200,-180 r360;
			speed = -1 r2, 12, -1 r2;
			heat = 40;
			maxheat=80;
			heatFalloff=0.5;
			size = 150;
			sizeGrowth=0.5;
		}
		water=1;
		air=0;
		underwater=0;
		ground=1;
		count=30;
	}

	[groundflash] //groundflash
	{
		flashSize = 1500;
		flashAlpha = 7;
		circleGrowth = 100;
		circleAlpha = 0.6;
		ttl = 10;
		color=1,0.75,0;
	}

}
can osmeone take a picture of this in red?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

In sequence:

Image
Image
Image

There you go...

IMO, the fire needs to change into smoke after a bit. Fire then nothing looks odd.
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Awesome, does still need some tweaking though, column smoke should prehaps be larger...
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

The ship featured in that screenshot is a 40X40 footprint.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Issues, the ground shockwave will happen even when the target is no on the ground...

IE... on the ground when hitting an aircraft. On the ocean floor for ships.

Also beam lasers don't have explosions. (IE SNIPER in my mod) but regular laser work fine.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

For some reason I can't get this to work on my computer atm, so I'll just ask: is it possible to define custom objects (3DOs or S3Os) as being explosion particles? If not, can it be done? Needless to say it'd add a lot of functionality.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

nope, can't be done with the current version and I have no iddea about future plans
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I want to clean up the model code first before attempting that
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Fair enough.
User avatar
Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

That mushroom cloud is HAWT! Needs a fatter, denser pillar tho.
Post Reply

Return to “Engine”