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3 Dimensional Chat / Fire Effect

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Drifter
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Joined: 24th Jun 2003
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Posted: 6th Dec 2003 20:01
How would you make a realistic fire effect?

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ReD_eYe
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Joined: 9th Mar 2003
Location: United Kingdom
Posted: 6th Dec 2003 20:57
you could use an animation as a texture for a plain, which always faces the camera, i've done it and it looks good, there even an example of how to do it included with dbpro in one of the examples


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John H
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Posted: 7th Dec 2003 00:55
And particles


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M00NSHiNE
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Location: England, UK
Posted: 7th Dec 2003 03:57
Particles would probably slow it up

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Hamish McHaggis
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Posted: 7th Dec 2003 23:24 Edited at: 7th Dec 2003 23:25
Nah. For a general torch in a dungeon you only need 10-20 particles with a VERY low res texture. It won't slow anything down at all.

EDIT

But if you wanted a blazing forest fire then it may slow down just a tad .

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MikeS
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Location: United States
Posted: 7th Dec 2003 23:46
Supplies:

1 Fire texture
2 cylinders(1 bigger than the other)
10 particles

Process:

1.) Apply Fire texture to both cylinders
2.) rotate the cylinders(along y axis? You'll have to experiment)
3.) position particles near top and have them shoot out

That is pretty much the process you need to go through in order to make some fire.(more less, I explained a simple campfire appraoch) Pretty simple, and I've lacked some steps, but I hope this will give you some ideas on how you want to approach fire.

Best of luck.



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Drifter
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Posted: 8th Dec 2003 02:07
Thanks everybody

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las6
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Joined: 2nd Sep 2002
Location: Finland
Posted: 8th Dec 2003 11:09
how do you make two cylinders look good?

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Van B
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Location: Sunnyvale
Posted: 8th Dec 2003 11:59
I'd use 10 or so plains, each with a flame image - not a fire texture, but just a flame - then you move each plain from the base of the fire up, while scaling down and fading the flame object, perhaps move the flame on X and Z subtley as well. When the flame object is fully faded out you restart it at the base of the object and reset it's fade. This is how they did a lot of the fire effects in UT2003. It should give the effect of a good log fire, it does look better than those round fireballs that we're used to .

I've developed a pretty cool particle engine for my compo entry, you simply make a particle by passing the coordinates to a function, like smoke(x#,y#,z#). I'll probably release a demo after the deadline, but without a decent system it is easy to waste resources on them, so doing things like checking if a particle is on screen on creation to decide whether to keep it or not means that I'm not making particles I don't have to (so more particles on screen automatically).


Van-B


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