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Flare effect with smoke trail. Particle with emitter capabilities.

by Francisco Montanes · in Torque 3D Professional · 05/14/2013 (10:39 am) · 15 replies

I need make an flare effect with particles witch consist in a particle emitting smoke particles (trail).

Something like this:
bit.ly/16bjcjT
No problem if I have to create a new type of object(c++), I just want an advice from witch class should I have to derive this new object class.

Should I make a new type of projectile with an image (flare) mounted on it?

Thanks

#1
05/14/2013 (12:15 pm)
There is no reason you can't do this with the stock particle editor. check out this video, it's a similar in concept to what you want to do.

www.youtube.com/watch?v=Vax_MMwDvqs

Ron
#2
05/15/2013 (2:06 am)
Thanks Ron.
I've seen the video but it's not quite what I'm looking for. Well, I don't see the way to make this with stock particle editor. As I see, I would need an emitter who casts particles (flare image), who emits other particles (smoke trail). So, I don't know if I'm wrong but, I think there isn't particles emitting other particles in Torque3D. So I suppose I will need new kind of Projectile class to make the effect. The projectile will have to use RenderParticleMgr to show the flare like a particle and not like an object, and like a normal projectile, It will make use of it's particle emitter for the smoke trail. Also being a projectile I could give some of physics (gravity and drag basically).
What you think?
#3
05/15/2013 (2:22 am)
@Francisco have a look at the Explosion class, it can create debris on which you can mount particleemitters. You would want to do something similar to that.
#4
05/15/2013 (2:33 am)
@Lukas Thanks. I already did. I may be wrong, but debris will not show the flare as an image like a normal particle and using ADD render method.
#5
05/15/2013 (2:52 am)
@Francisco have a look at the Explosion class, it can create debris on which you can mount particleemitters. You would want to do something similar to that I believe.
#6
05/15/2013 (4:34 am)
I'll give a try using debris. I'll will use 2 emitters attached to debris, one for the flare (short persistence) and other for smoke trail (long persistence).
Two questions, could I instanciate directly from script (server side)?
Will be shown exactly the same on all clients (same position)?

#7
05/15/2013 (8:45 am)
Quote:
Will be shown exactly the same on all clients (same position)?

This is a real-world impossibility. The clients will be shown what the server has as soon as they receive the data from the server. There is no guarantee that all clients will receive or process the data at exactly the same time so there is no way to guarantee that "exactly" will ever happen in our lifetime....
#8
05/15/2013 (9:11 am)
Well, I understand, 'exactly' is not the word... I mean debris will not go on opposite directions on each clients ;)
#9
05/15/2013 (10:20 am)
You could have a Projectile that has a light attached to it (with lens flare properties), or the Projectile model itself an emissive flare texture, then have a smoke particle emitter attached to the Projectile.
#10
05/15/2013 (10:55 am)
I like that! With light attached will give a very realistic touch to scene at night.

I'll try this tomorrow (here in Madrid). I'll show you the result when It's done.

Thank you all of you!
#11
05/15/2013 (11:01 am)
A low velocity ballistic (with low gravityMod) projectile with a light and particle trail...
#12
05/15/2013 (12:09 pm)
It could not be said more precisely and condensed. Thank you!
#13
05/15/2013 (1:44 pm)
post a vid if you get it working, I'm interested in seeing your implementation :-)
#15
05/16/2013 (10:00 am)
Finally I decided to make a resource...

www.garagegames.com/community/blogs/view/22278