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ChozoMufin
20
Years of Service
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Joined: 19th Apr 2005
Location: Columbus, OH
Posted: 23rd Apr 2005 10:42
in my flight sim game, my explosions and smoke effects are really cheesy. for the explosion i just use an expanding flaming circle, and for my smoke i did the thing with the plain particles like in that one tutorial. is there any way to beef up my special fx??? also, because all i had to go on was the manual that came with the program, i know nothing about smoothing. could someone please explain it to me????
ChozoMufin
20
Years of Service
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Joined: 19th Apr 2005
Location: Columbus, OH
Posted: 23rd Apr 2005 12:06
and waht is wrong with object collision??? it doesnt seem to work.
blanky
20
Years of Service
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Joined: 3rd Aug 2004
Location: ./
Posted: 24th Apr 2005 03:09
Quote: "Is there any way to beef up my special FX?"

YES.

For 'smoothing', don't start scaling something from 100% and go (in steps) to 1000% (for example) - make the picture REALLY big, and go from 10% to 100%, for example.

Unless you mean 'smoothing' out the motion of the picture expanding.

At a push, you *MIGHT* do something like this...

For i=100 to 1000 Step 10
Scale sprite 1,i
Sync
Next i

etc.........

How's my typing? Phone 0800-GO-TO-HELL
ChozoMufin
20
Years of Service
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Joined: 19th Apr 2005
Location: Columbus, OH
Posted: 24th Apr 2005 05:37
yeah, i mean motion and camera smooting, you know, with all that "wrapvalue" stuff, i need taht explained. and what i was looking for was better ways to make smoke and explosions than expanding spheres and trailing plain objects.
NanoBrain
20
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Joined: 20th Jan 2005
Location: Portland, OR
Posted: 24th Apr 2005 19:47
chozo555,

Other than trailing plains for smoke and single animated plains for ball fire explosions, there are a couple of other options possible. One, being that you can have, let's say for example, ten models of a mushroom cloud. Where the first model is the cloud at its smallest, and the last at its largest. Making use of the hide object and show object commands, would make for a quite good explosion effect, dependant of one's modeling skills. I don't believe there is a way, within DarkBasic, to directly manipulate the vertices(vertice animation) without making seperate meshes from memblocks, and editing their data. Therefore, using seperate models, each modeled as another 'frame' in the animation, is probably the only way to make a true 3D explosion effect.

Also, there is a particle explosion effect tutorial that comes with DarkBasic. It is a great effect and well worth looking into if you wish.

If anyone else has any greater knowledge in this area, and knows of a possible vertice animation technique, please do not hesitate to share the information.

+NanoBrain+
ChozoMufin
20
Years of Service
User Offline
Joined: 19th Apr 2005
Location: Columbus, OH
Posted: 25th Apr 2005 03:52
cool, ok. could you not also just make an animation, and append the data??? would that not be easier??? anyways, i saw the particle explosion example, and it IS pretty cool. thanks for your help.

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