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DarkBASIC Professional Discussion / Does anyone know how to make a fire effect for the back of a missile?

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Snowman
22
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Joined: 20th Nov 2003
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Posted: 21st Nov 2003 21:51
I've been trying to get a fire effect for the back of a missile working in my game, but I'm not having much success. I tried using particles, but they seem to be way too slow (from 150 to 20 fps on my 2GHz, GeForce4 MX440). I don't think I can use an animated plane because it needs to look good from all angles. Anyone have any ideas?
sybixsus
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Posted: 21st Nov 2003 22:07
You could align the plane to the camera. Or write your own particle system where you would have more control, and probably wouldn't lose so much speed.
Snowman
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Posted: 21st Nov 2003 22:32
The problem with using a plane and aligning it is that the image would have to be different if you were looking from different angles. For example, from behind, the flame might look like a red circle with a yellow one inside or something like that, but from the side, the flame is a different shape.

As for writing my own particle system, I think that it would be too complicated, especially since I only started coding in DB very recently, plus I am trying to stick to a deadline to release the game in early December at my school, and don't want to spend too long on one aspect of it due to a lack of time. Although it is a good idea, I don't think I will be able to use it, at least not in this version. Thanks for the reply anyway.
BHoltzman
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Posted: 21st Nov 2003 23:32
Here, I've made you a particle animation of a rocket flame from the back of the rocket. It was done in Texture Maker's particle system and saved as a continously looping avi.

I have no idea how to attach it to this message, so just email me for the file. It's around 3.5 megs. And, higher quality then you'll most likely need. So just reformat it to fit your needs.
Rob K
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Posted: 22nd Nov 2003 00:14
Hi Snowman,

An effect I used on an older game which worked quite well was to have several rotating cones, the outer ones were made more transparent and larger than the inner ones. The cones were textured with a simple fire image, the inner one was just a very bright one, use SET OBJECT LIGHT x,0 so that it stays bright.

Turning the ghosting for the cones on and off on alternate flames created a good flickering effect as well. Sorry I don't have the code for this right now, but it might work for you.


BLUE GUI Plugin: http://blue.robert-knight.net / BLUE IDE [href]http://blueide.sf.net/ - Replacement editor for DBPro[/href]
Snowman
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Posted: 22nd Nov 2003 09:47
That sounds like a good idea Rob, I think I'll give it a go. Thanks.
M00NSHiNE
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Posted: 22nd Nov 2003 15:48
I'd much rather re-write anything myself than use DB's inbuilt commands - eg the particle system, the collision system etc, just so it'll be faster and you have more control over what you want it to do.

Id go with some ghosted planes, but a few of them, like criss-crossed and with a cone like Rob said.

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John H
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Posted: 22nd Nov 2003 17:25
There is a particle engine effect that may work for you in the Sphere Mapping Demo.

RPGamer


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