Game Development Community

FlyingVehicle Particle

by thanasimos · in Torque 3D Professional · 09/20/2014 (12:49 pm) · 5 replies

Hi, i try to create a realistic particle for an aircraft jet engine. I want to achieve this effect

i.telegraph.co.uk/multimedia/archive/01983/mir_1983868c.jpg

But when the vehicle's velocity is high the emitter leaves a long trail behind which doesn't seem realistic at all.
No matter what i tried (reduced lifetime, adjusting times) i can't fix this.

Is there any way to make the effect independent from the vehicle speed?

#1
09/20/2014 (5:38 pm)
Have you tried changing inheritedVelFactor on your ParticleData block? That will mean the particles inherit their emitter's velocity, which I think you can then modify using the regular emitter velocity members.
#2
09/21/2014 (2:49 am)
Thanks i tried but no luck. I think the problem is related to the particle's lifetime. When the emitter is moving the particles cover a much larger distance than being static with the same lifetime.

Here is an image to better explain the problem

s11.postimg.org/k2s2pme1v/issue.jpg
#3
09/21/2014 (4:39 am)
That's a nice-looking effect! I'll see if I can point someone else who knows more about particles than I do this way.
#4
09/21/2014 (5:43 am)
Yup this was why I create my "sticky" particlebehaviour, which makes the particlesystem use relative coordinates. See example here.

The easiest way to achieve that effect would be to either use [urlhttps://github.com/lukaspj/Torque3D/tree/ParticleSystemRefactor]this branch[/url], to find and implement this behaviour directly into the existing particle system or to use ribbons instead.
#5
09/21/2014 (7:21 am)
I also have the same issue, but the solution I'm planning is mounting an animated glowing pyramid shape.
Ex. implementing in C++ an animation similar to the wheel steering for wheeledVehicle but based on speed/thrust.

Take a look in that, you can do interesting stuff (such ailerons etc.)