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View Full Version : Smoke effect Tutorial!



PROMETHEUS
10-17-2005, 23:49
Does anyone knows where to find one ? Or if there isn't one how to do this?

shifty157
10-18-2005, 01:10
blah. Ive done all the research into descr_arrow_trail_final.txt so i could basically tell you anything you wanted to know. Ive been trying to write up a short tutorial on how everything works but things keep coming up and it remains unfinished. Soon. Ill really try to get it done by the end of the week.

PROMETHEUS
10-18-2005, 07:45
blah. Ive done all the research into descr_arrow_trail_final.txt so i could basically tell you anything you wanted to know. Ive been trying to write up a short tutorial on how everything works but things keep coming up and it remains unfinished. Soon. Ill really try to get it done by the end of the week.

Thanks a lot Will wait with trepidation for it ^^

Sundjata Keita
10-18-2005, 20:56
It's pretty easy really, this is something I wrote to someone ages ago (before I'd actually put smoke in the game myself) based on stuff Duke John and gods_pet_monkey were talking about

you must first add the effect to whatever you are putting smoke to so a piece of artillery would be in descr_projectile_new.txt

projectile boulder

effect boulder_explosion_set
end_effect boulder_explosion_set
damage 70
damage_to_troops 8
radius 0.3
mass 0.1
area 2.0
accuracy_vs_units 0.09
accuracy_vs_buildings 0.0625
min_angle 0
max_angle 70
velocity 60
bounce 0.5 0.6 0.5 0.4
display aimed
effect_only

Then you must change the boulder explosion to fit better in descr_arrow_trail_effect so its changed to only one effect

effect_set boulder_explosion_set
{
lod 1000
{
;boulder_explosion_01
;boulder_explosion_02
;boulder_dust_explosion
boulder_dust_explosion2
}
}

Then the paramaters are changed to shorten the effects

effect boulder_dust_explosion2
{
type explosion
{
; dust explode
model models_effects/explosion_dust2.cas
anim_time 0.5
max_scale 0.1
max_particle_scale 4
scale_time_bias .9
alpha_time_bias 0.6

; debris
debris_model models_effects/explosion_dust2.cas
debris_num_particles 0
debris_lifetime_range 2.2, 15
debris_emit_angle 80 ; degrees
debris_time_bias 0.9
debris_velocity_range 1.01, 1.05
debris_scale_range 6.4, 7.6
}
}

You can juggle round most of the figures to get the smoke effect you want but if you add the effect to a group of men you MUST set debris_num_particles to 0. Thanks to duke_john and gods_pet_monkey for all this research

If you want to add it to arrows you just add it to the first projectile in the folder. I didn't go into any detail here so I'm sure shifty can tell you more with his tutorial, I don't have the time to write out a full one.

Regards,

Sundjata

PROMETHEUS
10-18-2005, 21:30
Thankyou very much , I will use this as soon as I will be able to edit new animations in BI....

Lord Adherbal
10-19-2005, 14:23
make a habbit of adding question marks to your topics. I always think you've got something new to share with us and it turns out to be a question about it ~:)

PROMETHEUS
10-19-2005, 17:08
Well Since I post in the modding Questions forum I tought was implicit that it was a question , but I will try to remember it ~:)

Lord Adherbal
10-19-2005, 19:40
hmyeah it's called modding questions now lol, I gotta get used to that.

Myrddraal
10-21-2005, 04:12
although its also for research, so it could be a discovery :wink: