Game Development Community

how to make ribbon trail effect?

by gdyxml2000 · in Torque 3D Professional · 07/05/2014 (11:00 pm) · 58 replies

how to make ribbon trail effect?
#21
07/15/2014 (5:19 pm)
Just a heads-up, just pushed an update with a memory-address fix which fixes the "everything is nyan cat!" issue.
#22
07/15/2014 (5:26 pm)
RIP Nyan Cat, but well done chaps! :)
#23
07/15/2014 (9:02 pm)
NOOOO! I was just about to port my Nyan Cat game to T3D!
#25
07/16/2014 (9:53 am)

With Nyan Cat gone, ribbon data can match their projectile colours.
#26
07/16/2014 (2:15 pm)
@Richard don't give up just yet

#27
07/16/2014 (4:07 pm)
I'm a little bit confused as to why there are shaders and all sorts of complexity involved to achieve this effect? Not long ago, I made some custom laser projectiles, and all I had to do to have a 'tail' on them was add a particle emitter in the projectile datablock. Couldn't the same be achieved with a sword or any other object? I'm probably just not understanding the desired effect I guess..
#28
07/16/2014 (6:17 pm)
@Lukas - rofl, that's terrific! My daughter will be duly impressed.

EDIT - my daughter was indeed impressed, and amused! Now I have to model Nyan Cat in Blender....

@Jesse - I can see where it would add tons of customization via simple sliders and checkboxes, and offloading more work to the GPU is a plus. "More bang for the buck." Hell, even "stock" materials use generated shaders....
#29
07/16/2014 (6:53 pm)
particles are harder on the CPU than ribbons. That is why I originally wrote the ribbon code, we were getting too low FPS in our mech game with so many projectiles flying around with particle effects on them.
#30
07/17/2014 (1:38 am)
I think that Nyan tail is a great example of something you couldn't do with particles, correct? Or at least, it would be difficult to do.

Also, it's fantastic.
#31
07/17/2014 (12:41 pm)
Makes sense, in that case I might do a bit of testing with my lasers. Thanks!
#32
07/17/2014 (2:42 pm)
@Richard haha I thougt you'd like that! Actually I used the Nyan shader for some new Ribbon features. (On the repo btw)

Here is my Nyan cat Ribbon for those interested :P :

Gist

Texture
#33
07/21/2014 (11:51 am)
Lukas, issue with the updated code when using a clean compile for Release with player (no tools), shipping, max1500 flags set. Reverting back to Tim's original code (with t3D/fx/ribbons.h and staticshapeObjectType fixes) and everything is nice again.

i.imgur.com/buIUc8T.jpg
#34
07/23/2014 (6:54 am)
@Steve:

Can you share your method for attaching to projectiles?
#35
07/23/2014 (7:00 am)
Gibby, just it's just > projectile.mountObject(ribbon_emitter, 0); < when the projectile is created in onFire and before it's returned obviously ;)
#36
07/23/2014 (7:09 am)
@Steve:

Doh! Should've figured that one out - Gracias!
#37
07/30/2014 (2:55 am)
You can look it up in the Runescape Gold. If you are not that outstanding at doing C++ concept or know how rotating works, you may want to wait and let lukas finish the development first.If an axe holding a team With the 2 a few minutes ,Particle outcomes like a team .but, if holding a team With the 0.4 a few minutes, The substance is not connected into variety, but a few unusual aspect.
#38
07/30/2014 (7:29 am)
Tim-MGT's optimization code. I've not tried it, but I think TRON said it works fine.
pastebin.com/vs8W9XDU
#39
07/30/2014 (7:39 am)
@Steve, just pushed those optimizations to my ribbon-repo if you don't feel like adding them yourself :P
#40
07/30/2014 (7:45 am)
Nice LukasPJ, thought I was actually gonna have to do some work myself for a moment. ;)