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Re: Fire Skeleton
Posted: Sat Sep 29, 2012 1:09 am
by Bucnasti
I was able to create a new texture and modify the torch particles to make a fire herder.
He even throws fireballs instead of poison.
Re: Fire Skeleton
Posted: Sat Sep 29, 2012 1:19 am
by Neikun
:0
Ooh-hoo-hoo
Care to send me those modified torch particles? owo
Re: Fire Skeleton
Posted: Sat Sep 29, 2012 1:43 am
by Batty
yeah that's a nice looking mod, poor guy is cursed.
Re: Fire Skeleton
Posted: Sat Sep 29, 2012 2:01 am
by Bucnasti
Neikun wrote::0
Ooh-hoo-hoo
Care to send me those modified torch particles? owo
sure.
Code: Select all
defineParticleSystem{
name = "herder_small_fire",
emitters = {
-- smoke
{
emissionRate = 5,
emissionTime = 0,
maxParticles = 100,
boxMin = {-0.03, 0.1, -0.03},
boxMax = { 0.5, 0.5, 0.03},
sprayAngle = {0,30},
velocity = {0.1,0.5},
texture = "assets/textures/particles/smoke_01.tga",
lifetime = {1,1.75},
color0 = {0.15, 0.15, 0.15},
opacity = 1,
fadeIn = 0.5,
fadeOut = 0.5,
size = {0.3, 0.6},
gravity = {0,0,0},
airResistance = 0.1,
rotationSpeed = 0.6,
blendMode = "Translucent",
},
-- flames
{
emissionRate = 100,
emissionTime = 0,
maxParticles = 200,
boxMin = {-0.4, 0.3, 0.5},
boxMax = { 0.4, 1.0, -0.2},
sprayAngle = {0,10},
velocity = {0.2, 1.25},
texture = "assets/textures/particles/torch_flame.tga",
frameRate = 35,
frameSize = 64,
frameCount = 16,
lifetime = {0.45, 1.0},
colorAnimation = true,
color0 = {2, 2, 2},
color1 = {1.0, 1.0, 1.0},
color2 = {1.0, 0.5, 0.25},
color3 = {1.0, 0.3, 0.1},
opacity = 1,
fadeIn = 0.15,
fadeOut = 0.3,
size = {0.35, 0.10},
gravity = {0,0,0},
airResistance = 1.0,
rotationSpeed = 1,
blendMode = "Additive",
depthBias = -0.002,
},
}
}
You'll have to tweak the boxMin and boxMax if you're using it for something other than the herder. The herder head is angled way far forward and the only way I could get the flames to point up was by attaching them to the capsule and offsetting them.
Re: Fire Skeleton
Posted: Sat Sep 29, 2012 2:03 am
by Neikun
Just checking, but when the monster moves, does it leave behind a red sphere in it's original square, or is it just me getting that?
Re: Fire Skeleton
Posted: Sat Sep 29, 2012 2:53 am
by Komag
that fiery thing looks awesome!
Re: Fire Skeleton
Posted: Sat Sep 29, 2012 5:15 am
by Bucnasti
Neikun wrote:Just checking, but when the monster moves, does it leave behind a red sphere in it's original square, or is it just me getting that?
It did, but I deleted the glow portion from the particle effect I copied over from the torch.
I also had to add a light effect to the new herder.
Code: Select all
cloneObject{
name = "fire_herder_small",
baseObject = "herder_small",
model = "mod_assets/models/monsters/fire_herder_small.fbx",
immunities = {"fire"},
rangedAttack = "fireball",
particleSystem = "herder_small_fire",
particleSystemNode = "capsule",
lightName = "head",
lightColor = vec(2.0, 2.0, 1.5),
lightBrightness = 10,
lightRange = 3,
}
Re: Fire Skeleton
Posted: Sat Sep 29, 2012 3:30 pm
by JohnWordsworth
Inspired by this thread, I was also looking into and playing with the particle systems today. If you want the glow (or even the fire) to stay with and move with the model, you should be able to just set 'objectSpace = true' to that portion of the particle system. Any particles rendered in objectSpace are drawn in relation to the object which spawned it and will move with the creature.
Re: Fire Skeleton
Posted: Sat Sep 29, 2012 4:16 pm
by Neikun
Awesome. Thanks for the tip, John.
Re: Fire Skeleton
Posted: Sat Sep 29, 2012 4:50 pm
by Batty
I tried the fire herder, really great effect and I was able to turn his glow on properly with John's tip, thanks!
Now I have to make my own crispy herder texture.
I think I'll call him "cursed herder."