Game Development Community

Making FX in Max for torque

by Chad Hunt · in General Discussion · 06/10/2002 (9:40 am) · 6 replies

What is the best way to put fx into the engine. Can I make them using particles and add partfire to them and have the engine read it or should I use animatied textures. Or can I use standard fire that comes with max. Any ideas would be great. I am looking to create some fire like flames and maybe some fireballs and explosions.

#1
06/10/2002 (10:34 am)
There is a particle system in torque. Its not the best/fastest, but its ok. However you cant just read a particle system spec out of max.

You can of course do your own models in max for some effects.

Best bet is a combination, do your particles in torque script, do some model animation etc in Max. Combine the two and you should have something fairly cool.

Phil.
#2
06/11/2002 (9:40 am)
What about using combustion and stuff from max for torque. Or do i need to use animted textures on models for the effects? Also can I use self illuminated textures, how can I make it emit light? i was looking to use particle or object combust.
#3
06/12/2002 (7:41 am)
The combustion environment effect likely will not work because it is based on a special object and a procedural algorithm available only in Max.

Animated textures should work if they are an animated GIF or if you have an IFL setup for the sequence of images. I wouldn't make very large animated sequences though (unless you like eating up video memory).

I have been told that it should work (it used to) but it might not anymore (no one has bothered to check to my knowledge). You would set it up just like you do with the opacity or reflection mapping (except using the self-illumination channel of the material).

Light emitting: are you talking about volumetric lights or just normal lights? If its volumetric then likely not, if it's normal lights I don't know so I cannot give a yes or no answer.

As for particles, as Zoom explained they simply will not work because particles in Max aren't the same as they are in Torque.

I think a good rule of thumb here is: If the effect done in Max (or any other 3D program for that matter) is based on some sort of procedural algorithm or process that is unique to the 3d application, it likely will not work in Torque.

Logan
#4
06/12/2002 (8:10 am)
I don'y think ifl are working they were several months ago
#5
06/12/2002 (9:48 am)
So the best bet would be make my mesh in the shape of the animation i want like a torch flame and in the properties click invisable or see through then apply my animated gif to it to get the flickering of the torch. Then just export it as I would a player with dts and dsq. I am away from my computer now but I am working on ideas for when i get back to it in 4 weeks. the down time is killing me.
#6
06/12/2002 (9:59 am)
Actually it will be for torches placed stationary on a map for torque if that helps any.