Forest fires gadget - Page 3

Forest fires gadget

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Forest fires gadget

Post by Jools »

PicassoCT wrote:probability alone is bad... and it looks unrealistic to have a tree set aflame on lush green grass.

My advice.. stop looking on the features alone. Make the Flames travell over the grass in a game of life like way, the wind only lengthening the lifespan of some, extingiushing others earlier.

I know that sounds like a lot of work, and it is. But it definatly (with some grounddecals and cegs[to get the ground red Glowing]) will look more like a fire then some mysterious fire column travelling from tree to tree, yelling at bystanding princess to take there shoes off, because it swept the floor just seconds ago.
You're probably right, but the big problem now is that it causes lag. I think maybe the same features burn several times, even though I tried to prevent that. It's not the cegs that cause lag, so maybe some array gets too big.

Having the fire spread on terrain without features involves still knowing a lot about the terrain. It can't spread on water or on ice, that would look stupid.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Forest fires gadget

Post by PicassoCT »

Now, if only we had a way to draw fire, in a fast 2dflat way, based upon 3d coords on the screen. Such as this...
http://www.escapemotions.com/experiment ... x.html#top


But lazy Picasso is lazy.. (Thats a lie)
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