ParaToxic Posted March 21, 2012 Share Posted March 21, 2012 Hey I finished my explosion class and I think it's ok,so I will show it here :] http://www.youtube.com/watch?v=HrnU8z6Jptw&feature=youtu.be (it will work in a few minutes) 2 Quote Link to comment Share on other sites More sharing options...
Daimour Posted March 21, 2012 Share Posted March 21, 2012 I think it needed to tweak a little synchronization between fire and smoke. Fire fires a little earlier then smoke. Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted March 21, 2012 Share Posted March 21, 2012 I agree but otherwise looking good Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
ParaToxic Posted March 21, 2012 Author Share Posted March 21, 2012 The smoke comes a little bit later as shown in the video ,because I recorded only with 30 FPS.When I finish my game you will see it Quote Link to comment Share on other sites More sharing options...
DigitalHax Posted March 21, 2012 Share Posted March 21, 2012 Hl2 smg? Haha anyway great work it would be great to see a peek at some of the code... From my experience with the source engine I'd personally like to see effects work on an per entity basis. So you can layer effects onto anything. EDIT: I am currently looking to make an explosion effect to work with. Can you provide some code basis of how you started? Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely. Link to comment Share on other sites More sharing options...
smashthewindow Posted March 22, 2012 Share Posted March 22, 2012 Yep it's looking great! Quote Blog & Portfolio Current project: moon.chase.star Link to comment Share on other sites More sharing options...
ParaToxic Posted March 22, 2012 Author Share Posted March 22, 2012 Here is the source of explosion class.It's very basic and I think everybody can edit it to optimize it for your application. (included materials and textures Explode.rar Test: Explode explosion0; explosion0.CreateExplosions(Vec3(10,10,10),1); and in the loop explosion0.Update(); Hl2 smg? Why? 1 Quote Link to comment Share on other sites More sharing options...
DigitalHax Posted March 22, 2012 Share Posted March 22, 2012 Uhh that gun is the Half Life 2 smg... http://pnmedia.games...hl/48057224.jpg But anyway thanks a lot! Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely. Link to comment Share on other sites More sharing options...
ParaToxic Posted March 23, 2012 Author Share Posted March 23, 2012 I know I saw the SetEmitterVelocity and SetEmitterAcceleration command.I think I will make it a bit more realistic with that commands. Quote Link to comment Share on other sites More sharing options...
DigitalHax Posted March 23, 2012 Share Posted March 23, 2012 I get an: Unhandled exception at 0x1017eace in Explosion.exe: 0xC0000005: Access violation reading location 0x00000058. Dont know why. EDIT: Needed an explosion sound Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely. Link to comment Share on other sites More sharing options...
DigitalHax Posted March 24, 2012 Share Posted March 24, 2012 The random emitter trails didnt work for me... Ended up with a non stopping smoke emitter at the bottom. Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely. Link to comment Share on other sites More sharing options...
ParaToxic Posted March 24, 2012 Author Share Posted March 24, 2012 yes I know this error.Have you created some explosions in the same time? You have to wait for the active variable,because when you create a new explosion in the same time as the other isn't ready (not all emitters are created) you overwrite the old emitters,so the old emitter wouldn't stop. When you create only 1 class ,you have to wait for the "active" variable,than it would work Something like : Explode ex; loop: ex.Update(); if(KeyHit(KEY_A) && ex.active == false) ex.CreateExplosions(Vec3(2,3,4),1); Quote Link to comment Share on other sites More sharing options...
DigitalHax Posted March 24, 2012 Share Posted March 24, 2012 When I do that I get an error with PauseEmitter I get an unhandled exception Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely. Link to comment Share on other sites More sharing options...
ParaToxic Posted March 25, 2012 Author Share Posted March 25, 2012 hmmm wait I going to fix that Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted March 25, 2012 Author Share Posted March 25, 2012 In the Explosion.cpp file (overwrite the other): else if(Trailtime < 0.1) { for(int i = 0;i < 6;i++) PauseEmitter(smoke[i]); if(EmitterPaused(smoke[5])) active = false; //The emitter are ready for a new explosions } Now when you check the active state first it works ;D Quote Link to comment Share on other sites More sharing options...
smashthewindow Posted March 25, 2012 Share Posted March 25, 2012 You probably should fix your time keeping too. Different framerates will cause different timings on your current solution. Quote Blog & Portfolio Current project: moon.chase.star Link to comment Share on other sites More sharing options...
ParaToxic Posted March 26, 2012 Author Share Posted March 26, 2012 As I make a new explosion class with a crysis like explosion right now,I will fix that in the new version. Quote Link to comment Share on other sites More sharing options...
DigitalHax Posted March 26, 2012 Share Posted March 26, 2012 As I make a new explosion class with a crysis like explosion right now. Yeah it'd be great to just see that little bit more detail in it. 1 Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely. Link to comment Share on other sites More sharing options...
DigitalHax Posted March 28, 2012 Share Posted March 28, 2012 I am still getting the unhandled exception... Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely. Link to comment Share on other sites More sharing options...
ParaToxic Posted March 28, 2012 Author Share Posted March 28, 2012 I will make a new class design and a new explosion,because that was only a test class ,so it can return errors I try to make it like in Cryengine 2 (not exactly the same ) Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted April 3, 2012 Author Share Posted April 3, 2012 Ohhhhh I can't do that....... Sry but I can't make a crysis like explosion with the Leadwerks Emitters, because there are still other emitter settings I have to do. Maybe somebody has the time to make that .. Quote Link to comment Share on other sites More sharing options...
DigitalHax Posted April 4, 2012 Share Posted April 4, 2012 Well we have the guy who is working on emitters at the moment Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely. Link to comment Share on other sites More sharing options...
Flexman Posted April 5, 2012 Share Posted April 5, 2012 As an aside, when building an FX system for CombatHelo we used SendMessage(....) which can take a delay in microseconds as a parameter. The FX system uses a dummy entity in the scene that works as a mediator (if you know your design patterns). It creates and removes FX objects which might include emitters, sounds, lights, even structure collapse. This example code is part of the structure collapse update method, it's fired when the building object has reached the end of collapsing motion. The message id EFFECT_REMOVE_ENTITY is sent to to the mediator to remove itself after 20000 ms which is enough time for the audio and dust effects to dissipate. Typically the building is replaced with a destroyed version (or pile of rubble) but we don't want the original model too. game.scene.SendFXMessage(TEntity(fxEntity), EFFECT_REMOVE_ENTITY, fxEntity.position, 0, 0, TEntity(fxEntity), 20000) ; A mediator approach lets you create compound effects made from your own pool of effect code to make many variations. My code ended up being large due to having lots of extended classes to deal with specific kinds of objects. Not just for explosions but also ambient audio effects, triggers and a bunch of other things I need in my game. What it can't do is jump around, once it's been sent to the message queue you can't get at it till it plays. 1 Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Gabriel Posted May 30, 2012 Share Posted May 30, 2012 Here is the source of explosion class.It's very basic and I think everybody can edit it to optimize it for your application. (included materials and textures Explode.rar Test: Explode explosion0; explosion0.CreateExplosions(Vec3(10,10,10),1); and in the loop explosion0.Update(); Why? Hello, I'd like to change the dimention of the explosion (smaller) without changing the position z ;-) I tried to put a scale parameter of the radius, but it change the diameter of a particle :-( but not of the explosion. anyone has a solution for me? Thank you in advance Quote Link to comment Share on other sites More sharing options...
ParaToxic Posted May 30, 2012 Author Share Posted May 30, 2012 When you want to make the explosion bigger or smaller in the diameter you have to change the SetEmitterVelocity(Vec3(0,0,0),Vec3(1,1,1)) and (optional) the waver value For Example: Big Explosion: SetEmitterWaver(emitter,50.0); SetEmitterVelocity(Vec3(0,1,0),Vec3(5,0,5)) //When the particles moves very fast you need more particles otherwise the distance between the particles are too big and it looks bad Small Explosion: SetEmitterWaver(emitter,5.0); SetEmitterVelocity(emitter,Vec3(0,1,0),Vec3(1,0,1)); 1 Quote Link to comment Share on other sites More sharing options...
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