ParaToxic Posted March 17, 2012 Share Posted March 17, 2012 Hey volks, I make a little game right now where I use a RPG and need a explosion effect when the rocket collides with the ground. I think I have to make that with emitters but how? Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 17, 2012 Share Posted March 17, 2012 lets see.. Make a class Explosion damage smokeTrailsMinAmount smokeTrailsMaxAmount smokeTrailsMinHeight smoketrailsMaxHeight fireBallMinSize fireBallMaxSize blastWaveRadius [*]Add 4 particles Smoke trails (light grey. the amount should be random as well as its height ) fire balls (big slower, red, yellow) dark black smoke Blast wave (circular direction, short and white) [*]Ad a heat haze (not familiar with it further) [*]Get All objects in its range that have dynamic physics. [*]Calculate the distance per object and divide the damage variable with it. Apply the calculation value as a force from the explosion direction to the object I do not have any experience with it, but thats how I would start. good luck Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted March 17, 2012 Author Share Posted March 17, 2012 Wow very nive picture and description.I will try it but how do I make this Blast wave?The normal emitter with an spec. texture? Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 17, 2012 Share Posted March 17, 2012 I don't know what the best result is. Blast wave: I don't know if it is difficult to create an emitter that has a circular direction force. (ellipsoid I believe). Maybe someone else has experience with this. The heat haze: Maybe a small sphere with a translucent/heathaze shader (Like in the C++ tutorial) that quickly expands. It goes so fast that a player can not see that it is just a sphere with a transparancy texture on it. Quote Link to comment Share on other sites More sharing options...
DigitalHax Posted March 17, 2012 Share Posted March 17, 2012 Maybe you could do a similar thing to make the blast wave, with a white transparent (squashed) sphere that quickly expands so it is like a disc. That would be one way to do it. Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely. Link to comment Share on other sites More sharing options...
Pixel Perfect Posted March 17, 2012 Share Posted March 17, 2012 I'd used an animated billboard for the main explosion effect when I developed my destructible objects which works reasonably well. The animated sequence I used was not very high quality but it proved the point. You could mix in some nice particle effects for extra effect: http://www.youtube.com/watch?v=-2DDSbw0_V8 I like Aggror's idea of using a heat haze shader to simulate a blast wave, I think that would look very effective! Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
ParaToxic Posted March 18, 2012 Author Share Posted March 18, 2012 Hmm I don't know why the emitter crash my FPS down.I have an emitter with 100 Particles and when I stand near of it my FPS goes from 100 to 30 . Quote Link to comment Share on other sites More sharing options...
DaDonik Posted March 18, 2012 Share Posted March 18, 2012 Hmm I don't know why the emitter crash my FPS down.I have an emitter with 100 Particles and when I stand near of it my FPS goes from 100 to 30 . The explanation for that is fairly simple. The more pixels of your screen are covered by the emitters particles, the more pixels need to be calculated using alpha blending. Means the pixelshader has to do alpha blending calculations on more pixels -> more shader code to execute -> less performance. I hope that sheds some light on this Quote (Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI) Link to comment Share on other sites More sharing options...
ParaToxic Posted March 18, 2012 Author Share Posted March 18, 2012 yes thanks An other problem is that the engine render the emitter before the postfilter and I become with the DOF shader a funny bug : I render the emitter like said in the wiki ,with the framework in the first layer(-1,0,1) Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 18, 2012 Share Posted March 18, 2012 Particles normally are drawn in the forgroun world, so yes, that would make sense. Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted March 18, 2012 Author Share Posted March 18, 2012 And another question about the framework.For making heat haze I have to get the lightbuffer and set it to the material.I know that the Framework renderer has a lightbuffer ,so it render the lights not in the backbuffer,but I don't know how to get them. I hope somebody can help me ;D Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted March 18, 2012 Share Posted March 18, 2012 You can use the tag property and just set them in the material file. This is the mat file from the firepit object: texture0="abstract::heathaze.dds" texture1="tag::rendercolor" texture2="tag::renderdepth" depthmask=0 zsort=1 shader="abstract::particles.vert","abstract::particles_heathaze.frag" Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
ParaToxic Posted March 19, 2012 Author Share Posted March 19, 2012 Thanks works well Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted March 19, 2012 Author Share Posted March 19, 2012 Is there a way to create a smoke trail emitter ?Because it must expand in all directions and I don't know how to make that. Quote Link to comment Share on other sites More sharing options...
Daimour Posted March 19, 2012 Share Posted March 19, 2012 Is there a way to create a smoke trail emitter ?Because it must expand in all directions and I don't know how to make that. Trail expanding in all directions? What could that mean? Try to play around with "waver" parameter. It's responsible for "all directions" movement. Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted March 20, 2012 Author Share Posted March 20, 2012 Hmm I mean a kind of smoke trails going in all directions who simulates the flying pieces of the exploded material.I tried to make that with the waver value and a trail texture ,but it wasn't good ,because the particles aren't pointed to the start point like here : http://www.google.de/imgres?imgurl=http://images.gamedev.net/features/art/howtoPartFx/fig1.png&imgrefurl=http://www.gamedev.net/page/resources/_/creative/visual-arts/make-a-particle-explosion-effect-r2701&usg=___LeitlfvLbGEjelIi7Z1aoiByF4=&h=380&w=608&sz=244&hl=de&start=0&zoom=1&tbnid=5sdX4dDvTDAs-M:&tbnh=135&tbnw=192&ei=UbxoT56cGcWGswbeoPz4Bw&prev=/search%3Fq%3Din%2Bgame%2Bexplosion%26um%3D1%26hl%3Dde%26sa%3DN%26biw%3D1599%26bih%3D779%26tbm%3Disch%26prmd%3Dimvnsa&um=1&itbs=1&iact=hc&vpx=559&vpy=300&dur=3629&hovh=177&hovw=284&tx=174&ty=114&sig=101572019509933518421&page=1&ndsp=29&ved=1t:429,r:9,s:0 (look at the sprak and smoke trails emitter) Is there a way to make a kind of splash emitter like in the water demo? Quote Link to comment Share on other sites More sharing options...
Daimour Posted March 20, 2012 Share Posted March 20, 2012 Try this way: Quote Link to comment Share on other sites More sharing options...
Benton Posted March 20, 2012 Share Posted March 20, 2012 Oh nice video! Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
ParaToxic Posted March 20, 2012 Author Share Posted March 20, 2012 Wow nice video.Thanks I think now I can make a cool explosion ;D Quote Link to comment Share on other sites More sharing options...
Benton Posted March 21, 2012 Share Posted March 21, 2012 I would like to see your end result for your explosion Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
ParaToxic Posted March 21, 2012 Author Share Posted March 21, 2012 Here the post for the video : http://www.leadwerks.com/werkspace/topic/4726-explosions-for-my-little-game/ Quote Link to comment Share on other sites More sharing options...
Benton Posted March 21, 2012 Share Posted March 21, 2012 Oh that is nice! I would suggest maybe making the smoke trails last longer, and the fire to be darker, but I am just being picky, good work! Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
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