*topic rehash* custom explosions.

*topic rehash* custom explosions.

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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smoth
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*topic rehash* custom explosions.

Post by smoth »

Is this in the next version? if so what are the tags?
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Zoombie
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Post by Zoombie »

and will those aformentioned explosions be able to have a somewhat mushroom like shape for well timed atomic explosions?
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jcnossen
Former Engine Dev
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Post by jcnossen »

stop stealing my news topics! ;)

I'll make a thread about it when it's done. For now you can look at my own extremely crappy explosions: http://user.supradigital.org/jcnossen/video0.avi

I'm quite sure that others will use it in a positive way though ;)
Sheekel
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Post by Sheekel »

well...that explosion on the left was...unique?

Hey, its progress. Its nice to see someone is working on it
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IceXuick
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Post by IceXuick »

Really good work jcnossen! you're all over the spring project, and i really appreciate that, probably among everyon else!! keep it up!!

i really like to work on the xplosions! Anybody here any clue on when next version of spring is released?
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Optimus Prime
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Post by Optimus Prime »

FINALLY! :lol:

I m so happy, that different explosions are finally under construction.
Cant wait for them! Good work.
Theotherguy
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Post by Theotherguy »

yay! here's hoping for custom muzzle flashes and smoke too!
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Argh
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Post by Argh »

:shock:

Now, if only I wasn't at work, I could see what the excitement was about :P Can't wait to play with this :o
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smoth
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Post by smoth »

I don't know if it is setup in the current version. I am curious about it though.
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Caydr
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Post by Caydr »

What's that funky shabadoo that happens with the LLT, at the very, very end of the clip?
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smoth
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Post by smoth »

"explosion projectiles" or particles from an explosion if you will.
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FireCrack
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Post by FireCrack »

Caydr wrote:What's that funky shabadoo that happens with the LLT, at the very, very end of the clip?
Pressing the shift key?
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Argh
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Post by Argh »

Holy cow, that's great stuff! Yes, very crude and all, but still... nice!
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smoth
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Post by smoth »

Argh, From the code:

Code: Select all

// TODO: Handle ground flashes with more flexibility like the projectiles
	struct GroundFlashInfo { 
		GroundFlashInfo() { ttl=0; }

		float flashSize;
		float flashAlpha;
		float circleGrowth;
		float circleAlpha;
		int ttl;
		float3 color;
	} *groundFlash;
dude, that will be AWESOME!
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Argh
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Post by Argh »

Yeah, I'm drooling over the possibilities of making blood splatters... and magical-looking smoke... and... hmm...
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AF
AI Developer
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Post by AF »

The ground flashes where added last night too
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

i played a bit with it

http://members.home.nl/sangers/groundflashes.mpg

edit

Somehow my explo.bmp turns out blueish, don't know why yet...
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

even blue, they look cool ! :)
But I don't know why, but I feel like they fade out (disappear) a bit too quickly. (but it's a matter of millisecond)
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FireCrack
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Post by FireCrack »

Look like supcom explosions....
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AF
AI Developer
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Post by AF »

supcom explosions are more like white glowing clouds of mist that last for a half second
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