Smoke tests
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Smoke tests
So, I've been playing with smoke particles and this is what I've got. I used the smoke grenade from MauveBib's tutorial and it looks nice. Combined with Darkplaces, it should look nicer. I'm looking however inside the QMB source to see if the smoke can be enhanced. I might need some Z feathering and some volumetric effects. Fake, of course. I'd also need some fade in and fade out for the emitter.
Oh, I'm neck deep into QuakeC, but I'm sure I'll have to dig a little inside the engine's C code in order to achieve some realistic effects.
The fire effect from QMB is also spectacular, and it doesn't seem to be created using QC at all.
Question: How do I replace spr/spr32 sprite files with PNG? Or TGA? The QuakeC says:
If I replace it with a PNG file it complains that it's not a valid model. I know it isn't but I don't know how to add it as a valid PNG/TGA. Don't tell me to use a replacement texture like smoke.spr32_0.tga because it doesn't work.

Oh, I'm neck deep into QuakeC, but I'm sure I'll have to dig a little inside the engine's C code in order to achieve some realistic effects.
The fire effect from QMB is also spectacular, and it doesn't seem to be created using QC at all.
Question: How do I replace spr/spr32 sprite files with PNG? Or TGA? The QuakeC says:
- Code: Select all
setmodel(mysmokefx,"progs/smoke.spr32");
If I replace it with a PNG file it complains that it's not a valid model. I know it isn't but I don't know how to add it as a valid PNG/TGA. Don't tell me to use a replacement texture like smoke.spr32_0.tga because it doesn't work.

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Chip - Posts: 575
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worldspawn wrote:offtopic: nice clientside hud
I simplified it a lot since those screenshots were taken. The interface is taking shape day by day. Or week by week, as I find time to work on it. It's gonna be a horror adventure.
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Chip - Posts: 575
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The method I used in that smoke grenade is actually pretty ugly and slow; I only used it because it was required to work with all engines.
If you're looking a DP specific smoke I seriously recommend using effectinfo.txt to make particle-based smoke. Here's an example:

If you're looking a DP specific smoke I seriously recommend using effectinfo.txt to make particle-based smoke. Here's an example:

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MauveBib - Posts: 634
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MauveBib wrote:The method I used in that smoke grenade is actually pretty ugly and slow; I only used it because it was required to work with all engines.
If you're looking a DP specific smoke I seriously recommend using effectinfo.txt to make particle-based smoke. Here's an example:
OK, I got squad, let me see what I can come up with. Thanks.
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Chip - Posts: 575
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MauveBib wrote:Actually I don't think I ever released the version of Squad with the smoke etc. I'll dig it out today.
That would be great. I'll be around pressing F5.
EDIT: Any luck finding that code, Mauve?
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Chip - Posts: 575
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Smoke Test 3
I've been playing with the particle effects in Darkplaces last night, and I changed my previous smoke FX, which was rather ugly.
This new test shows the particles, and the view alignment, as it's different from the previous, which used sprites and turned around trying to match your camera view. That's what a sprite does.
http://www.vimeo.com/6980647
I'll be tweaking the effect some more until I get the desired effect, than I'll move on to fire.
As the weapons are done (I still have to draw some hand textures), I'll move on to finish particles.
Sparks are done, smoke is almost there, and the rest will follow.
This new test shows the particles, and the view alignment, as it's different from the previous, which used sprites and turned around trying to match your camera view. That's what a sprite does.
http://www.vimeo.com/6980647
I'll be tweaking the effect some more until I get the desired effect, than I'll move on to fire.
As the weapons are done (I still have to draw some hand textures), I'll move on to finish particles.
Sparks are done, smoke is almost there, and the rest will follow.
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Chip - Posts: 575
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MauveBib wrote:Yep, that's the sort of thing I used in Squad. Be careful not to make the smoke too thick or it goes solid white in the center, and of course bear in mind that the particles aren't affected by lighting.
I noticed the white thickness in the center, and it doesn't seem to be affected by light. Thanks. More tests to come.
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Chip - Posts: 575
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Fire tests completed
I got the smoke settled out and I moved on to fire. I got 2 fire types by now: campfire and inferno fire.
The campfire can be put above some wood pieces, and the inferno fire can be put above rubble or destroyed areas.
Eye candy for you, guys:
http://www.vimeo.com/6994342
http://www.vimeo.com/6994385
http://www.vimeo.com/6994410
http://www.vimeo.com/6994466
http://www.vimeo.com/6994514
I still have to do the zig-zagging sparks above the fire.
Next I'll do the torch fire and that's it. I'll have several custom fire types for the game though, but these 3 types (campfire, inferno and torch) will be final.
Stay tuned for more!
By the way, how could I embed videos from Vimeo? The embed code would show the HTML instead of the embedded video.
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Chip - Posts: 575
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ceriux wrote:sexy is that all particles?
Yes, DarkPlaces particles. More to come.
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Chip - Posts: 575
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