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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Mon Oct 05, 2009 4:02 pm    Post subject: Smoke tests Reply with quote

So, I've been playing with smoke particles and this is what I've got. I used the smoke grenade from MauveBib's tutorial and it looks nice. Combined with Darkplaces, it should look nicer. I'm looking however inside the QMB source to see if the smoke can be enhanced. I might need some Z feathering and some volumetric effects. Fake, of course. I'd also need some fade in and fade out for the emitter.

Oh, I'm neck deep into QuakeC, but I'm sure I'll have to dig a little inside the engine's C code in order to achieve some realistic effects.

The fire effect from QMB is also spectacular, and it doesn't seem to be created using QC at all.

Question: How do I replace spr/spr32 sprite files with PNG? Or TGA? The QuakeC says:

Code:
setmodel(mysmokefx,"progs/smoke.spr32");


If I replace it with a PNG file it complains that it's not a valid model. I know it isn't but I don't know how to add it as a valid PNG/TGA. Don't tell me to use a replacement texture like smoke.spr32_0.tga because it doesn't work.


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worldspawn



Joined: 02 Dec 2008
Posts: 26

PostPosted: Mon Oct 05, 2009 4:23 pm    Post subject: Reply with quote

offtopic: nice clientside hud Smile
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Mon Oct 05, 2009 4:42 pm    Post subject: Reply with quote

worldspawn wrote:
offtopic: nice clientside hud Smile


I simplified it a lot since those screenshots were taken. The interface is taking shape day by day. Or week by week, as I find time to work on it. It's gonna be a horror adventure.
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Mon Oct 05, 2009 9:47 pm    Post subject: Reply with quote

The method I used in that smoke grenade is actually pretty ugly and slow; I only used it because it was required to work with all engines.

If you're looking a DP specific smoke I seriously recommend using effectinfo.txt to make particle-based smoke. Here's an example:


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ceriux



Joined: 06 Sep 2008
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PostPosted: Mon Oct 05, 2009 9:52 pm    Post subject: Reply with quote

lol lefty looks funny =p cool smoke though!
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Tue Oct 06, 2009 7:09 am    Post subject: Reply with quote

MauveBib wrote:
The method I used in that smoke grenade is actually pretty ugly and slow; I only used it because it was required to work with all engines.

If you're looking a DP specific smoke I seriously recommend using effectinfo.txt to make particle-based smoke. Here's an example:


OK, I got squad, let me see what I can come up with. Thanks.
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Tue Oct 06, 2009 1:22 pm    Post subject: Reply with quote

Actually I don't think I ever released the version of Squad with the smoke etc. I'll dig it out today.
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Chip



Joined: 21 Jan 2009
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PostPosted: Tue Oct 06, 2009 1:59 pm    Post subject: Reply with quote

MauveBib wrote:
Actually I don't think I ever released the version of Squad with the smoke etc. I'll dig it out today.


That would be great. I'll be around pressing F5.

EDIT: Any luck finding that code, Mauve?
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Chip



Joined: 21 Jan 2009
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PostPosted: Fri Oct 09, 2009 11:54 am    Post subject: Smoke Test 3 Reply with quote

I've been playing with the particle effects in Darkplaces last night, and I changed my previous smoke FX, which was rather ugly.

This new test shows the particles, and the view alignment, as it's different from the previous, which used sprites and turned around trying to match your camera view. That's what a sprite does.

http://www.vimeo.com/6980647

I'll be tweaking the effect some more until I get the desired effect, than I'll move on to fire.

As the weapons are done (I still have to draw some hand textures), I'll move on to finish particles.

Sparks are done, smoke is almost there, and the rest will follow.
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MauveBib



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PostPosted: Fri Oct 09, 2009 3:01 pm    Post subject: Reply with quote

Yep, that's the sort of thing I used in Squad. Be careful not to make the smoke too thick or it goes solid white in the center, and of course bear in mind that the particles aren't affected by lighting.
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Chip



Joined: 21 Jan 2009
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PostPosted: Fri Oct 09, 2009 7:27 pm    Post subject: Reply with quote

MauveBib wrote:
Yep, that's the sort of thing I used in Squad. Be careful not to make the smoke too thick or it goes solid white in the center, and of course bear in mind that the particles aren't affected by lighting.


I noticed the white thickness in the center, and it doesn't seem to be affected by light. Thanks. More tests to come. Wink
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Chip



Joined: 21 Jan 2009
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PostPosted: Sat Oct 10, 2009 10:35 am    Post subject: Fire tests completed Reply with quote

Shocked

I got the smoke settled out and I moved on to fire. I got 2 fire types by now: campfire and inferno fire.

The campfire can be put above some wood pieces, and the inferno fire can be put above rubble or destroyed areas.

Eye candy for you, guys:

http://www.vimeo.com/6994342
http://www.vimeo.com/6994385
http://www.vimeo.com/6994410
http://www.vimeo.com/6994466
http://www.vimeo.com/6994514

I still have to do the zig-zagging sparks above the fire.

Next I'll do the torch fire and that's it. I'll have several custom fire types for the game though, but these 3 types (campfire, inferno and torch) will be final.

Stay tuned for more!

By the way, how could I embed videos from Vimeo? The embed code would show the HTML instead of the embedded video.
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ceriux



Joined: 06 Sep 2008
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PostPosted: Sat Oct 10, 2009 8:15 pm    Post subject: Reply with quote

sexy is that all particles?
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xaGe



Joined: 01 Mar 2006
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PostPosted: Sun Oct 11, 2009 5:31 am    Post subject: Reply with quote

Nice looking smoke & fire particles.. Cool
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sun Oct 11, 2009 8:53 am    Post subject: Reply with quote

ceriux wrote:
sexy is that all particles?


Yes, DarkPlaces particles. More to come.
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