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DarkBASIC Professional Discussion / Realistic (or Semi-Realistic) Fire

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CornStalks
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Posted: 18th Apr 2005 09:51
I want to make a fire, and an explosion, but want to make it look realistic. I've thought of the common, make a 3D model and texture it with a fire picture, but that doesn't look good enough. Is there any way to make a more realistic fire? I don't mind if it has to use code, I just want it to look believable! thanks

dang im hot...
dj blackdragon3710
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Posted: 18th Apr 2005 10:21 Edited at: 18th Apr 2005 10:22
Have you tried making particles for the fire? I think think there is a "make fire particles command"

It should look like this:


It has been said that the body is a slave to the mind. Only the mind knows no freedom.
CornStalks
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Posted: 18th Apr 2005 10:39
Cool, but I don't have a tutorial to show me how to use particles, let alone fire particles. If someone could explain to me, or at least show me what it could end up looking like, that would be cool.
that dude
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Posted: 18th Apr 2005 11:10
the fire particles are crap. tell me, where is the fire in relationship to the camera; how is the fire going to be used; is it going to be in the background, or is there going to be a building constantly burining, or what?

http://www.nuclearglory.com/?u=fearik = sweet as hell collision system. easy on that leather thing in your back pocket too.
the left side of my head isn't bigger, the right side is just smaller
NathanF
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Posted: 18th Apr 2005 11:44
I find all the particle commands - well, dodgy. I prefer to make my own with a few plains. Just use an array:



That's a start. Should work (havent tested). Just build on that, make the fire fade out as it flies up, or whatever.


"Blame yourself, or God." - Delita
CornStalks
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Posted: 18th Apr 2005 12:21
Well, I was thinking of something being a little ways away from the camera (it would be centered in the screen so you could totally see it), and then totally explode. After the explosion though, I want some remains to be flaming. The object exploding and the flaming remains will be the only things in the camera's view
BatVink
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Posted: 18th Apr 2005 18:59
The built-in particles are very slow, so not practical for most uses.

The Particle/Physics Pack is awesome, and fast. Fire is a breeze, and there is sample flame code that comes with it.

It's up to you, and how much your time is worth. To me, £16.99 is worth it, as it has already saved me hours coding special effects like explosions and fancy title screens. Probably converts to about 20 pence an hour

BatVink
CornStalks
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Posted: 19th Apr 2005 03:17
Thanks, but where can I find the Particle/Physics Pack? I've looked all of this website and I can't find it. And also, do they have some screen shots? I really want to see it. Thanks
Emperor Baal
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FROGGIE!
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Posted: 19th Apr 2005 04:14
U could also try exgen, thats pretty useful for particles
dj blackdragon3710
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Posted: 19th Apr 2005 05:49
Bah, I haven't tried the particles yet that are bilt in. I just found that in the manual.

It has been said that the body is a slave to the mind. Only the mind knows no freedom.
Baggers
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Posted: 19th Apr 2005 08:57 Edited at: 19th Apr 2005 08:57
how about these flames...any good ?


Baggers
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Posted: 19th Apr 2005 09:08
-Just putting on mailback-

CornStalks
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Posted: 19th Apr 2005 09:10 Edited at: 19th Apr 2005 09:14
Yeah, those flames would work. How did ya make them? And also, if anyone has a little program I could see just find out what the Physics Particles looks like, that would be cool
Baggers
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Posted: 19th Apr 2005 10:49
This particle system is ripped directly from my upcoming JazzJackrabbit game so it does work !


Ok First thing, youll need sparky's collision. Its free and its here...
http://forum.thegamecreators.com/?m=forum_view&t=31051&b=5

Next, read the rems, i have covered particle sources in detail but im too tired to do more now so ill leave that for another day ! Feel free to post here with any questions.

The code is designed to run the same speed on all machines, it takes frame rate into account.

And here is the Zip with the source and media, i hope it helps !

CornStalks
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Posted: 20th Apr 2005 00:47
hey thanks, I'll definately use that if I can't find anything more realistic. It's pretty good though. Can anyone else come up with an even more realistic fire though?
TEH_CODERER
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Posted: 20th Apr 2005 02:28
Baggers - That is beautiful but it slows down the application a bit!

Baggers
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Posted: 20th Apr 2005 03:05 Edited at: 13th May 2005 05:54
Yeah it does, you just have to play with the scaling and frequency to get the best results you can. Also turn off the bounce# value and you regain a bit of speed. Another factor is the fading, if you turn down the Life# and put the final fade value up a bit, you can get the same effect with more fps

e.g. To show the effect playing has, I gained 60-70 fps with this code



I only made a few changes and although you can tell the difference it defiantely is faster.
Just play and find your balance between speed and realism !
Enjoy, also try putting other particle images on, it really can make some cool effects.

CornStalks
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Posted: 20th Apr 2005 06:26
Hey bagger, I totally love it. Just one thought though. Ya know how if you look at the sides, you can see the flames just appear? Well I was thinking, what if instead of having it suddenly create the object, what if you had it create it, and then scale it over a few frames or something. That way it would look like flames kinda were growing out the sides and then going up, instead of just appearing. If you dont understand me, I'm going to try to play around with your code and see if I can make it work
Baggers
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Posted: 20th Apr 2005 11:28 Edited at: 20th Apr 2005 11:32
Im not quite getting what you mean. The paritcles are scaled as they move are you saying that they should start tiny and scale up quickly before doing what they do now ?...so it looks like the particles grow into existance rather than appearing?

Thought you might like to know another really neat trick with this code.
If you take the line:
FPS#(1)=(1.0/screen fps())
From the main loop and change it to
FPS#(1)=(0.5/screen fps())
Then the whole thing runs at half speed, this means if you were doing a bullet time effect you could store 1 in a variable and use it like this
FPS#(1)=(Speed#/screen fps())
and when you want slow motion just set
Speed#=0.5

Just a nice little feature to play with.

CornStalks
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Posted: 21st Apr 2005 01:50
yes, that is exactly what i'm saying. if you know how to do that, it may look better, but I dont know, guess ya have to see it to know how it will look. and thanks for the tips, its awsome. I'm totally using your code if you will let me. and if you do let me, in the credits should i just put you as Baggers or something else?
Baggers
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Posted: 21st Apr 2005 03:04 Edited at: 15th May 2005 04:19
Hey yeah sure, feel free to use it, its being released open source when my 'jazz jackrabbit' game goes open source anyway. Yeah Baggers(Chris Bagley) is fine with me, im happy with any mention !
Im not sure the best way to get that extra feature you would like in, might be a bit scruffy...ill have a think about it ! In the meantime feel free to modify the code any which way you like, and if you mess it up just re-download it !
If you need any help with any of the code just post here, im on mailback so i'll see it !

EDIT
====
I have released the code and an editor to help make the effects, check them out here.
http://forum.thegamecreators.com/?m=forum_view&t=54027&b=5

CornStalks
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Posted: 21st Apr 2005 04:33
sweet thanks. I just don't understand how your code works, so let me see if i can maybe help how to do this. Maybe if you had the start size like 4x4 or so, instead of 20x20, and maybe you could make a middle size of 20x20. that way if you could, it would start small, scale to the big size, and then start scaling down as it rises
TEH_CODERER
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Posted: 21st Apr 2005 06:06
I'll be using it in my RPG, probably!

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