[WIP] Lava and other bad stuff

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Rook
Posts: 71
Joined: Thu Dec 06, 2012 5:48 pm
Location: Belfast, UK

Re: [WIP] Lava and other bad stuff

Post by Rook »

I was trying to find the properties of the torch flame, but I've had no luck. I was thinking, perhaps there's a chance that it could be cloned and altered to animate other objects.

The torch flame animation .dds is in assets/textures/particles. But I'm unsure where the script linked to it is.

Image

-EDIT-

Found it.
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Code: Select all

defineParticleSystem{
	name = "torch",
	emitters = {
		-- smoke
		{
			emissionRate = 5,
			emissionTime = 0,
			maxParticles = 50,
			boxMin = {-0.03, 0.1, -0.03},
			boxMax = { 0.03, 0.1,  0.03},
			sprayAngle = {0,30},
			velocity = {0.1,0.5},
			texture = "assets/textures/particles/smoke_01.tga",
			lifetime = {1,1.75},
			color0 = {0.15, 0.15, 0.15},
			opacity = 1,
			fadeIn = 0.5,
			fadeOut = 0.5,
			size = {0.3, 0.6},
			gravity = {0,0,0},
			airResistance = 0.1,
			rotationSpeed = 0.6,
			blendMode = "Translucent",
		},

		-- flames
		{
			emissionRate = 50,
			emissionTime = 0,
			maxParticles = 100,
			boxMin = {-0.03, -0.03, 0.03},
			boxMax = { 0.03, 0.03,  -0.03},
			sprayAngle = {0,10},
			velocity = {0.2, 1},
			texture = "assets/textures/particles/torch_flame.tga",
			frameRate = 35,
			frameSize = 64,
			frameCount = 16,
			lifetime = {0.25, 0.85},
			colorAnimation = true,
			color0 = {2, 2, 2},
			color1 = {1.0, 1.0, 1.0},
			color2 = {1.0, 0.5, 0.25},
			color3 = {1.0, 0.3, 0.1},
			opacity = 1,
			fadeIn = 0.15,
			fadeOut = 0.3,
			size = {0.35, 0.015},
			gravity = {0,0,0},
			airResistance = 1.0,
			rotationSpeed = 1,
			blendMode = "Additive",
			depthBias = -0.002,
		},

		-- glow
		{
			spawnBurst = true,
			emissionRate = 1,
			emissionTime = 0,
			maxParticles = 1,
			boxMin = {0,0,-0.1},
			boxMax = {0,0,-0.1},
			sprayAngle = {0,30},
			velocity = {0,0},
			texture = "assets/textures/particles/glow.tga",
			lifetime = {1000000, 1000000},
			colorAnimation = false,
			color0 = {0.23, 0.11, 0.08},
			opacity = 1,
			fadeIn = 0.1,
			fadeOut = 0.1,
			size = {2, 2},
			gravity = {0,0,0},
			airResistance = 1,
			rotationSpeed = 0,
			blendMode = "Additive",
			depthBias = -0.002,
		}
	}
}

-EDIT-

Unfortunately it acts just like any other emitter.
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Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: [WIP] Lava and other bad stuff

Post by Skuggasveinn »

Rook wrote:The best I could get to "simulate" a moving surface was a particle system under the lava, emitting the same colour particles. This gave the lava a kind of bubbly and wavy look. Note, the particles had to expire just as they reached the surface of the lava.
This is for the moment the only way to go, getting a normal texture on a object to animate is something we can't do, its only viable with emitters like you have found out.
Have a look at the source for the flooded dungeon, it's using this method, static transparent texture with particles beneath.
viewtopic.php?f=14&t=4374&hilit=flooded

For lava I would go with 2 emitters, smoke and fire that are spawned on the surface of the lava and just leave the lave solid (eg. no transparency)
So you would have animated fire that spawns for couple of seconds then die out, smoke also.
you could also go with somekind of fog effect over the room where the lava is placed, and remember sound is a seller, having the right sound makes selling the effect so much easier, I would go with low level rumbling along with hot-spring bubbling and hizzing (trust me I've been 10meters from running lava, we have alot if this here in Iceland :D )

Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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