using the splash ring code as an explosion shockwave?
by Michael Zajac · in Torque Game Engine · 12/29/2001 (3:49 pm) · 7 replies
At least using part of it for an explosion shockwave. Do you think I could make it work?
So many things mixed around in the splash and explosion code.. It's confusing.
So many things mixed around in the splash and explosion code.. It's confusing.
#2
01/07/2002 (6:00 pm)
I meant in the actual C++ code, in explosion.cc and explosion.h. There is no shockwave code to use for scripts..
#3
01/09/2002 (12:29 pm)
The code MUST be there if there are rings around a player's feet in a splash. Just look harder. :)
#4
01/09/2002 (3:39 pm)
I see the code there, but I don't know exactly what some of it does, so I don't know what to copy over, and what to rename.
#5
01/21/2002 (1:56 pm)
I hate to bump this.. but does anyone know what to do here..?
#6
02/04/2003 (11:16 am)
i got an idea, why dont we look at something relative f.e. explosions, and see if we can use some of their rendering techniques for the width, height, length, color, blah blah, i'd be able to explain what i mean better, but i'm not near Torque HEAD, i'm kinda at school where they are sticklers for 'security'. I'll be home in about an hour so if anyone wants to know what i mean for an idea they can email khalaan@chartermi.net. but i really think that explosions could pre-template the concept of shockwaves
#7
I did this a few months ago :)
I used the splash as a basis, and it worked out pretty nice.
It's a working shockwave/ring kind of thing that has some interesting properties. It isn't identical to the T2 shockwave, though, but it does look pretty cool.
See: www.garagegames.com/mg/snapshot/view.php?qid=312
I am re-working my current code to be better though.
My current version uses acceleration/velocity like T2, and some other fields, but I didn't like how it came out and I want to do a key-frame like system, similar to particles.
02/04/2003 (11:28 am)
Hey!I did this a few months ago :)
I used the splash as a basis, and it worked out pretty nice.
It's a working shockwave/ring kind of thing that has some interesting properties. It isn't identical to the T2 shockwave, though, but it does look pretty cool.
See: www.garagegames.com/mg/snapshot/view.php?qid=312
I am re-working my current code to be better though.
My current version uses acceleration/velocity like T2, and some other fields, but I didn't like how it came out and I want to do a key-frame like system, similar to particles.
Torque Owner AIDan
//-------------------------------------------------------------------------- // Shockwave //-------------------------------------------------------------------------- datablock ShockwaveData(TurretShockwave) { width = 6.0; numSegments = 20; numVertSegments = 2; velocity = 8; acceleration = 20.0; lifetimeMS = 1500; height = 1.0; verticalCurve = 0.5; mapToTerrain = false; renderBottom = true; texture[0] = "special/shockwave4"; texture[1] = "special/gradient"; texWrap = 6.0; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; colors[0] = "0.8 0.8 0.8 1.00"; colors[1] = "0.8 0.5 0.2 0.20"; colors[2] = "1.0 0.5 0.5 0.0"; };