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Newcomers DBPro Corner / Airplane Smoketrail?

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Ub3rS0ldAt Patriot of War
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Posted: 20th Jan 2004 07:08
I finsihed working on my Crimson Skies esk plane movements, but I don't know how to add some smoke trail by using particles. Does anyone know how to add it? What is the particle setup that would accomplish this?


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Ub3rS0ldAt Patriot of War
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Posted: 21st Jan 2004 03:39
Come on. I know that someone knows the answer.


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walaber
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Posted: 21st Jan 2004 04:46 Edited at: 21st Jan 2004 04:50
personally I wouldn't suggest using particles, as they are very slow on low-spec systems. I think you should make a semi-transparent smoke texture (tga or png file), which you can put on a simple plane.

have a smoke system built, which is basically the following:


at the top of your program, put this:




...now you have a simple smoke system. to update it in the game loop, maybe you would use a function like this:



this would slowly fade the smoke objects away until they dissapear, and kill themselves (top be reused)


then to add smoke, all you have to do is something like this:




in your game loop, you call this function using your player's location.

MakeSmoke(Playerx#,Playery#,Playerz#)



then just add an appropriate delay between creating smoke particles, and you should have a pretty nice looking smoke system!

you might also want to use the "set object to camera orientation" command to make sure the smoke faces the camera. you could also add things like velocity and rotation to make the smoke look better.


NOTE: although the code in this post is DBPro code, none of it has been tested, as it was written off the top of my head here at work, where I have no access to DBPro to test the results!

however I think it should work if you give it a go!

good luck!

Go Go Gadget DBPRO!
Xander
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Location: In college...yeah!
Posted: 21st Jan 2004 04:56
Yeah, Walaber has it correct. Don't use particles, big time slow down. I was going to post something similar, but he has it all covered...

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
Ub3rS0ldAt Patriot of War
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Posted: 21st Jan 2004 06:03
What other way can I create a stream effect? Maybe create a beam, like how it is create in Crimson Skies: High Road to Revenge.


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Ub3rS0ldAt Patriot of War
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Posted: 22nd Jan 2004 00:17
Aye? Any help?


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zircher
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Posted: 22nd Jan 2004 04:03 Edited at: 22nd Jan 2004 04:08
This effect?

http://www.xbox.com/media/games/crimsonskies/sim-crimsonskies-0002.jpg

That looks like just a few semi-transparent bitmaps strung out on the wing tips. How dynamic are they in motion?
--
TAZ

Ub3rS0ldAt Patriot of War
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Posted: 22nd Jan 2004 04:41
Yeh, it really shouldn't be hard to do. I just need to know how to make something like that.


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walaber
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Posted: 22nd Jan 2004 04:52 Edited at: 22nd Jan 2004 04:54
I would imagine it's pretty similar to the system I described above. the only thing would be instead of just placing smoke particles, you'd basically give each "smoke trail" segment a start and end position, and then stretch a semi-transparent bitmap between those points. like a chain. every time you define an "end" point for one link, that same point becomes the "start" point for the next link.



in the diagram the + signs would be link points. it really wouldn't be that hard in my opinion. the distance between the link points would affect how smooth the trails looked.


[edit] in fact, you could probably use a semi-transparent box (long, narrow box) if you wanted the smoke trails to look really "3D". but a plane would probably do just as well. the only trick woule be the rotation of the links. just off the top of my head, you could use a narrow box, place it at the start point, then rotate it to face the end point, then scale it until it reaches that point. if you get this working, please put a demo up so we can see it!

Go Go Gadget DBPRO!
Ub3rS0ldAt Patriot of War
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Posted: 22nd Jan 2004 05:48
Hey walaber, are you working on any big projects. I was wondering if you want to work with me and my team this game, only if your interested.


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walaber
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Posted: 22nd Jan 2004 09:53
well I have a project of my own right now... and unfortunately I just don't have enough time to take on another...

how is the project coming along?

have you tried implementing any of the above stuff?

Go Go Gadget DBPRO!
zircher
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Posted: 22nd Jan 2004 17:40 Edited at: 22nd Jan 2004 17:48
Quote: "Yeh, it really shouldn't be hard to do. I just need to know how to make something like that."


LOL! Boy howdy*, you have a LOT to learn about game development. It's the simple and natural moving things that are the most difficult to do. I still remember when folks were gah gah about Laura Croft's pony tail.

Here's another method that is worth trying is to use a mesh object to create the contrail ribbons. You can then edit the verts on the fly to mimic the motions of the plane. It is not a trivial peice of coding, but the effect would be very nice since you would have a seamless flowing streamer. Add in a buffer to store the wing tip positions and you could directly transfer the buffer data to the mesh.

It's doable and fast, but it requires some thought to execute properly. If anyone is serious enough to tackle it, here is a good starting point:

http://darkbasicpro.thegamecreators.com/?m=forum_view&t=21116&b=1

This is a random plane/mesh demo that I wrote. It will at least point you in the right direction and hopefully help you learn to avoid the mistakes I made while writing it.
--
TAZ

* I'm from Oklahoma. That allows me to say "boy howdy" and "ya'll" with a straight face.

Ub3rS0ldAt Patriot of War
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Posted: 22nd Jan 2004 23:25 Edited at: 22nd Jan 2004 23:27
I can try. Wish me luck.

The first flight tech demo should be near completion, and should be released with the opening of the website. So you got something to look forward to.


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walaber
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Posted: 23rd Jan 2004 04:52
good luck. I've noticed you've been posting a lot, asking questions. I hope everythings going well with your project

Go Go Gadget DBPRO!
Ub3rS0ldAt Patriot of War
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Posted: 23rd Jan 2004 05:49
I'm trying my best to do my best on my project.


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