Fire Aiming Down Created 13 years ago2010-07-13 18:49:47 UTC by Tetsu0 Tetsu0

Created 13 years ago2010-07-13 18:49:47 UTC by Tetsu0 Tetsu0

Posted 13 years ago2010-07-13 18:49:47 UTC Post #283029
I know that fire goes up... But How would i achieve a rocket flame effect?
Basically a fire that aims down?
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-07-13 18:51:01 UTC Post #283030
Turn the sprite upside down?
Posted 13 years ago2010-07-13 19:08:18 UTC Post #283031
First, use sprites/rjet1.spr. That one resembles a rocket exhaust flame (hence the sprite name) however, a single sprite doesn't quite cut it, you'll need to place multiple instances of that sprite in streight line sort of way, where each sprite is slightly smaller than the previous one.

Make sure that rendermode is additive so that the colors add to eachother.

In the end you can make it look something like this:
User posted image
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-07-13 19:41:55 UTC Post #283033

]

I can always count on a NASA fanatic to know about rocket effects.
Cheers Atom!

Does that sprite animate?
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-07-13 19:43:02 UTC Post #283034
Hehe. :)

Yes, it does animate.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-07-13 19:46:05 UTC Post #283035
Thanks a lot. I never looked outside the "fire" filter.
I had some luck with an env_shooter throwing out fire puffs but it didnt have the effect i wanted.
Again thanks a million.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-07-13 19:50:15 UTC Post #283036
Double post fail.
But after looking, i dont have the rjet1 sprite....
I'm using orange box 2009 engine.. should be there no?
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-07-13 19:56:03 UTC Post #283038
I don't think Atom noticed this was in the Source engine discussion :)

With source, use a combination of env_steam(heatwave), env_smokestack(smoke) and various sprites(glow&flame) parented to the bottom of your rocket.
You can use the sprite used for env_fire as an env_sprite and rotate and scale it to your heart's content.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2010-07-13 20:14:50 UTC Post #283039
I can't get the fire sprite to rotate any. I've tried all 3 rotation values to 180 on the env_sprite_oriented... blah

And the env fire itself only shoots the fire up.
The rocket itself is stationary i just want the fire pointing down.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-07-13 20:30:59 UTC Post #283040
I don't think Atom noticed this was in the Source engine discussion smile - :)
Oops! Fail.

In that case, my previous replies in this thread can be ignored,

But, i had the exact same issue when working on my Space Shuttle mod for the Ep 1 source engine. Env_steam is actually perfect for this but I could'nt get it done because there's no way to specify a custom material for this entity.

Unless...

I pulled Daubster's leg and asked him if he had a solution. He explained to me how to add an new material from the env_steam entity by adding a couple of lines in c_steamjet.cpp which is the C++ sourcefile of the env_steam entity. That worked, as seen in this thread: http://twhl.co.za/forums.php?thread=14114

I have'nt tried it in any of the newer version of the source engine yet, and it's possible there's a better entity for this now.

I think the superior particle system is what you should be using for this kind of effect, however, getting a fully functional particle effect from it is pretty tough. Creating a particle from scratch without any help from a tutorial or something is pretty much a no-go. This is the reason why my shuttle project development is slow on hold: i have no idea how to use the particle system and im unable to find any tutorial about it.

So i can't help you any further. Sorry for giving you false hope.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-07-13 21:18:31 UTC Post #283041
I know how to use the particle system and it's pretty easy. the only thing i couldnt do is implement the particles i've made into a map.
(i made some sweet fireworks effects that i had to scrap :( )
But i made a smokestack point down, i just changed the smoke particle to a sprite and it works beautifully.
User posted image
Still needs some tweaking, and smoke. But i'm not using fire anymore - i keep changing my mind. I just changed the sprite again so it's a more subdued dreamlike effect.

Anyway for particle tuts - this is straight from the VDC
It helped me a lot and i just looked into each other modifier and played with the settings until i got the hang of it.

This is the effect i'm using:
User posted image
Something like that anyway.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2010-07-13 23:12:23 UTC Post #283043
If you're still having trouble getting particles into your map, I can help.

Add the name of the particle (the .pcf file name, not the particle name in the editor) to the particles manifest (particles/particles_manifest.txt). You can mount all your particles in one .pcf file, this way, if you choose to.

Use an info_particle_system in the map, but this time, use the name you gave it in the editor. Don't include the directory, or .pcf extension here, as it's only looking for particles already mounted in the manifest. And then, obviously, set it to start on/trigger it.
Strider StriderTuned to a dead channel.
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